Add move semantics to commonly used classes in dali-core
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Actor.cpp
index d578048..d08f8f7 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -15,6 +15,9 @@
  *
  */
 
+// Enable debug log for test coverage
+#define DEBUG_ENABLED 1
+
 #include "assert.h"
 #include <dali/public-api/dali-core.h>
 #include <string>
@@ -22,6 +25,7 @@
 #include <dali/devel-api/actors/actor-devel.h>
 #include <dali/integration-api/events/touch-event-integ.h>
 #include <dali/integration-api/events/hover-event-integ.h>
+#include <dali/integration-api/debug.h>
 #include <dali-test-suite-utils.h>
 #include <mesh-builder.h>
 
@@ -132,15 +136,15 @@ static int gOnStageCallBackCalled;
 void OnStageCallback( Actor actor )
 {
   ++gOnStageCallBackCalled;
-  gActorNamesOnOffStage.push_back( actor.GetName() );
-  DALI_TEST_CHECK( actor.OnStage() == true );
+  gActorNamesOnOffStage.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == true );
 }
 static int gOffStageCallBackCalled;
 void OffStageCallback( Actor actor )
 {
   ++gOffStageCallBackCalled;
-  gActorNamesOnOffStage.push_back( actor.GetName() );
-  DALI_TEST_CHECK( actor.OnStage() == false );
+  gActorNamesOnOffStage.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) == false );
 }
 
 struct PositionComponentConstraint
@@ -176,7 +180,7 @@ static std::vector< std::string > gActorNamesRelayout;
 void OnRelayoutCallback( Actor actor )
 {
   gOnRelayoutCallBackCalled = true;
-  gActorNamesRelayout.push_back( actor.GetName() );
+  gActorNamesRelayout.push_back( actor.GetProperty< std::string >( Actor::Property::NAME ) );
 }
 
 struct VisibilityChangedFunctorData
@@ -319,6 +323,41 @@ int UtcDaliActorDownCastN(void)
   END_TEST;
 }
 
+int UtcDaliActorMoveConstructor(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  DALI_TEST_CHECK( actor );
+
+  int id = actor.GetProperty< int >( Actor::Property::ID );
+
+  Actor moved = std::move( actor);
+  DALI_TEST_CHECK( moved );
+  DALI_TEST_EQUALS( id, moved.GetProperty< int >( Actor::Property::ID ), TEST_LOCATION );
+  DALI_TEST_CHECK( !actor );
+
+  END_TEST;
+}
+
+int UtcDaliActorMoveAssignment(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  DALI_TEST_CHECK( actor );
+
+  int id = actor.GetProperty< int >( Actor::Property::ID );
+
+  Actor moved;
+  moved = std::move( actor);
+  DALI_TEST_CHECK( moved );
+  DALI_TEST_EQUALS( id, moved.GetProperty< int >( Actor::Property::ID ), TEST_LOCATION );
+  DALI_TEST_CHECK( !actor );
+
+  END_TEST;
+}
+
 //& purpose: Testing Dali::Actor::GetName()
 int UtcDaliActorGetName(void)
 {
@@ -326,7 +365,7 @@ int UtcDaliActorGetName(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.GetName().empty());
+  DALI_TEST_CHECK(actor.GetProperty< std::string >( Actor::Property::NAME ).empty());
   END_TEST;
 }
 
@@ -338,22 +377,22 @@ int UtcDaliActorSetName(void)
   string str("ActorName");
   Actor actor = Actor::New();
 
-  actor.SetName(str);
-  DALI_TEST_CHECK(actor.GetName() == str);
+  actor.SetProperty( Actor::Property::NAME,str);
+  DALI_TEST_CHECK(actor.GetProperty< std::string >( Actor::Property::NAME ) == str);
   END_TEST;
 }
 
 int UtcDaliActorGetId(void)
 {
-  tet_infoline("Testing Dali::Actor::UtcDaliActorGetId()");
+  tet_infoline("Testing Dali::Actor::UtcDaliActo.GetProperty< int >( Actor::Property::ID )");
   TestApplication application;
 
   Actor first = Actor::New();
   Actor second = Actor::New();
   Actor third = Actor::New();
 
-  DALI_TEST_CHECK(first.GetId() != second.GetId());
-  DALI_TEST_CHECK(second.GetId() != third.GetId());
+  DALI_TEST_CHECK(first.GetProperty< int >( Actor::Property::ID ) != second.GetProperty< int >( Actor::Property::ID ));
+  DALI_TEST_CHECK(second.GetProperty< int >( Actor::Property::ID ) != third.GetProperty< int >( Actor::Property::ID ));
   END_TEST;
 }
 
@@ -362,11 +401,11 @@ int UtcDaliActorIsRoot(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK(!actor.IsRoot());
+  DALI_TEST_CHECK(!actor.GetProperty< bool >( Actor::Property::IS_ROOT ));
 
   // get the root layer
-  actor = Stage::GetCurrent().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.IsRoot() );
+  actor = application.GetScene().GetLayer( 0 );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::IS_ROOT ) );
   END_TEST;
 }
 
@@ -375,11 +414,11 @@ int UtcDaliActorOnStage(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.OnStage() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
 
   // get the root layer
-  actor = Stage::GetCurrent().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.OnStage() );
+  actor = application.GetScene().GetLayer( 0 );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
   END_TEST;
 }
 
@@ -388,11 +427,11 @@ int UtcDaliActorIsLayer(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( !actor.IsLayer() );
+  DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::IS_LAYER ) );
 
   // get the root layer
-  actor = Stage::GetCurrent().GetLayer( 0 );
-  DALI_TEST_CHECK( actor.IsLayer() );
+  actor = application.GetScene().GetLayer( 0 );
+  DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::IS_LAYER ) );
   END_TEST;
 }
 
@@ -401,13 +440,13 @@ int UtcDaliActorGetLayer(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  application.GetScene().Add(actor);
   Layer layer = actor.GetLayer();
 
   DALI_TEST_CHECK(layer);
 
   // get the root layers layer
-  actor = Stage::GetCurrent().GetLayer( 0 );
+  actor = application.GetScene().GetLayer( 0 );
   DALI_TEST_CHECK( actor.GetLayer() );
   END_TEST;
 }
@@ -481,7 +520,7 @@ int UtcDaliActorAddN(void)
   // try reparenting root
   try
   {
-    parent2.Add( Stage::GetCurrent().GetLayer( 0 ) );
+    parent2.Add( application.GetScene().GetLayer( 0 ) );
     tet_printf("Assertion test failed - no Exception\n" );
     tet_result(TET_FAIL);
   }
@@ -576,7 +615,7 @@ int UtcDaliActorRemoveP(void)
   Actor child = Actor::New();
   Actor random = Actor::New();
 
-  Stage::GetCurrent().Add( parent );
+  application.GetScene().Add( parent );
 
   DALI_TEST_CHECK(parent.GetChildCount() == 0);
 
@@ -588,7 +627,7 @@ int UtcDaliActorRemoveP(void)
 
   DALI_TEST_CHECK(parent.GetChildCount() == 1);
 
-  Stage::GetCurrent().Remove( parent );
+  application.GetScene().Remove( parent );
 
   DALI_TEST_CHECK(parent.GetChildCount() == 1);
   END_TEST;
@@ -677,7 +716,7 @@ int UtcDaliActorCustomProperty(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   float startValue(1.0f);
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
@@ -700,7 +739,7 @@ int UtcDaliActorCustomPropertyIntToFloat(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   float startValue(5.0f);
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
@@ -723,7 +762,7 @@ int UtcDaliActorCustomPropertyFloatToInt(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   int startValue(5);
   Property::Index index = actor.RegisterProperty( "testProperty",  startValue );
@@ -748,27 +787,27 @@ int UtcDaliActorSetParentOrigin(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
 
-  actor.SetParentOrigin(vector);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, vector );
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
 
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
-  actor.SetParentOrigin( Vector3( 0.1f, 0.2f, 0.3f ) );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.1f, 0.2f, 0.3f ) );
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentParentOrigin(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), TEST_LOCATION );
 
-  Stage::GetCurrent().Remove( actor );
+  application.GetScene().Remove( actor );
   END_TEST;
 }
 
@@ -779,7 +818,7 @@ int UtcDaliActorSetParentOriginIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN_X, vector.x );
 
@@ -787,7 +826,7 @@ int UtcDaliActorSetParentOriginIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentParentOrigin().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN_Y, vector.y );
 
@@ -795,7 +834,7 @@ int UtcDaliActorSetParentOriginIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentParentOrigin().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN_Z, vector.z );
 
@@ -803,7 +842,7 @@ int UtcDaliActorSetParentOriginIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentParentOrigin().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, TEST_LOCATION );
 
   END_TEST;
 }
@@ -815,15 +854,15 @@ int UtcDaliActorGetCurrentParentOrigin(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
 
-  actor.SetParentOrigin(vector);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, vector );
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentParentOrigin());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ));
   END_TEST;
 }
 
@@ -834,26 +873,26 @@ int UtcDaliActorSetAnchorPoint(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
 
-  actor.SetAnchorPoint(vector);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, vector );
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
 
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
-  actor.SetAnchorPoint( Vector3( 0.1f, 0.2f, 0.3f ) );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, Vector3( 0.1f, 0.2f, 0.3f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentAnchorPoint(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), TEST_LOCATION );
 
-  Stage::GetCurrent().Remove( actor );
+  application.GetScene().Remove( actor );
   END_TEST;
 }
 
@@ -864,7 +903,7 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT_X, vector.x );
 
@@ -872,7 +911,7 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentAnchorPoint().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).x, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT_Y, vector.y );
 
@@ -880,7 +919,7 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentAnchorPoint().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT_Z, vector.z );
 
@@ -888,7 +927,7 @@ int UtcDaliActorSetAnchorPointIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentAnchorPoint().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).z, TEST_LOCATION );
 
   END_TEST;
 }
@@ -900,19 +939,18 @@ int UtcDaliActorGetCurrentAnchorPoint(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
 
-  actor.SetAnchorPoint(vector);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentAnchorPoint());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ));
   END_TEST;
 }
 
-// SetSize(float width, float height)
 int UtcDaliActorSetSize01(void)
 {
   TestApplication application;
@@ -920,9 +958,9 @@ int UtcDaliActorSetSize01(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
-  actor.SetSize(vector.x, vector.y);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( vector.x, vector.y ) );
 
   // Immediately retrieve the size after setting
   Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
@@ -936,7 +974,7 @@ int UtcDaliActorSetSize01(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -958,7 +996,7 @@ int UtcDaliActorSetSize01(void)
   DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
 
   // Set a new size after resize policy is changed and check the new size
-  actor.SetSize( Vector3( 0.1f, 0.2f, 0.0f ) );
+  actor.SetProperty( Actor::Property::SIZE, Vector3( 0.1f, 0.2f, 0.0f ) );
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -970,7 +1008,7 @@ int UtcDaliActorSetSize01(void)
   DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
 
   // Set another new size after resize policy is changed and check the new size
-  actor.SetSize( Vector3( 50.0f, 60.0f, 0.0f ) );
+  actor.SetProperty( Actor::Property::SIZE, Vector3( 50.0f, 60.0f, 0.0f ) );
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, Vector3( 50.0f, 60.0f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -978,7 +1016,6 @@ int UtcDaliActorSetSize01(void)
   END_TEST;
 }
 
-// SetSize(float width, float height, float depth)
 int UtcDaliActorSetSize02(void)
 {
   TestApplication application;
@@ -986,9 +1023,9 @@ int UtcDaliActorSetSize02(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
-  actor.SetSize(vector.x, vector.y, vector.z);
+  actor.SetProperty( Actor::Property::SIZE, Vector3( vector.x, vector.y, vector.z ) );
 
   // Immediately check the size after setting
   Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
@@ -999,7 +1036,7 @@ int UtcDaliActorSetSize02(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1015,9 +1052,9 @@ int UtcDaliActorSetSize03(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
-  actor.SetSize(Vector2(vector.x, vector.y));
+  actor.SetProperty( Actor::Property::SIZE,Vector2(vector.x, vector.y));
 
   // Immediately check the size after setting
   Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
@@ -1028,7 +1065,7 @@ int UtcDaliActorSetSize03(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1044,9 +1081,9 @@ int UtcDaliActorSetSize04(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
-  actor.SetSize(vector);
+  actor.SetProperty( Actor::Property::SIZE,vector);
 
   // Immediately check the size after setting
   Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
@@ -1057,10 +1094,10 @@ int UtcDaliActorSetSize04(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
-  Stage::GetCurrent().Add( actor );
-  actor.SetSize( Vector3( 0.1f, 0.2f, 0.3f ) );
+  application.GetScene().Add( actor );
+  actor.SetProperty( Actor::Property::SIZE, Vector3( 0.1f, 0.2f, 0.3f ) );
 
   // Immediately check the size after setting
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
@@ -1071,12 +1108,12 @@ int UtcDaliActorSetSize04(void)
   application.Render();
 
   // Check the size in the new frame
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentSize(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), TEST_LOCATION );
 
   currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
   DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
 
-  Stage::GetCurrent().Remove( actor );
+  application.GetScene().Remove( actor );
   END_TEST;
 }
 
@@ -1087,7 +1124,7 @@ int UtcDaliActorSetSizeIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
 
@@ -1100,7 +1137,7 @@ int UtcDaliActorSetSizeIndividual(void)
   application.Render();
 
   // Check the width in the new frame
-  DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, TEST_LOCATION );
 
   sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
   DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1116,7 +1153,7 @@ int UtcDaliActorSetSizeIndividual(void)
   application.Render();
 
   // Check the height in the new frame
-  DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, TEST_LOCATION );
 
   sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
   DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1132,7 +1169,7 @@ int UtcDaliActorSetSizeIndividual(void)
   application.Render();
 
   // Check the depth in the new frame
-  DALI_TEST_EQUALS( vector.depth, actor.GetCurrentSize().depth, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.depth, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, TEST_LOCATION );
 
   sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
   DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1170,10 +1207,10 @@ int UtcDaliActorSetSizeIndividual02(void)
 
   Actor actor = Actor::New();
   actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   Vector3 vector( 100.0f, 200.0f, 400.0f );
-  DALI_TEST_CHECK( vector != actor.GetCurrentSize() );
+  DALI_TEST_CHECK( vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) );
 
   actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
   DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(), vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
@@ -1189,8 +1226,8 @@ int UtcDaliActorSetSizeIndividual02(void)
   application.Render();
 
   // Check the width in the new frame
-  DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
-  DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1203,15 +1240,15 @@ int UtcDaliActorGetCurrentSize(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 20.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
-  actor.SetSize(vector);
+  actor.SetProperty( Actor::Property::SIZE,vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
   END_TEST;
 }
 
@@ -1235,19 +1272,19 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   Vector3 vector(100.0f, 100.0f, 20.0f);
 
   DALI_TEST_CHECK(vector != actor.GetTargetSize());
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
-  actor.SetSize(vector);
+  actor.SetProperty( Actor::Property::SIZE,vector);
 
   DALI_TEST_CHECK(vector == actor.GetTargetSize());
-  DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
   DALI_TEST_CHECK(vector == actor.GetTargetSize());
-  DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
 
   // Animation
   // Build the animation
@@ -1269,6 +1306,29 @@ int UtcDaliActorGetCurrentSizeImmediate(void)
   END_TEST;
 }
 
+int UtcDaliActorCalculateScreenExtents(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty( Actor::Property::POSITION, Vector3(2.0f, 2.0f, 16.0f));
+  actor.SetProperty( Actor::Property::SIZE,Vector3{ 1.0f, 1.0f, 1.0f });
+
+  application.SendNotification();
+  application.Render();
+
+  auto expectedExtent = Rect<>{ -0.5f, -0.5f, 1.0f, 1.0f };
+  auto actualExtent = DevelActor::CalculateScreenExtents( actor );
+  DALI_TEST_EQUALS( expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS( expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS( expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS( expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+
+  application.GetScene().Remove( actor );
+  END_TEST;
+}
+
 // SetPosition(float x, float y)
 int UtcDaliActorSetPosition01(void)
 {
@@ -1277,40 +1337,40 @@ int UtcDaliActorSetPosition01(void)
   Actor actor = Actor::New();
 
   // Set to random to start off with
-  actor.SetPosition(Vector3(120.0f, 120.0f, 0.0f));
+  actor.SetProperty( Actor::Property::POSITION, Vector3(120.0f, 120.0f, 0.0f));
 
   Vector3 vector(100.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
-  actor.SetPosition(vector.x, vector.y);
+  actor.SetProperty( Actor::Property::POSITION, Vector2(vector.x, vector.y));
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
-  Stage::GetCurrent().Add( actor );
-  actor.SetPosition( Vector3( 0.1f, 0.2f, 0.3f ) );
+  application.GetScene().Add( actor );
+  actor.SetProperty( Actor::Property::POSITION, Vector3( 0.1f, 0.2f, 0.3f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
-  actor.SetX( 1.0f );
-  actor.SetY( 1.1f );
-  actor.SetZ( 1.2f );
+  actor.SetProperty( Actor::Property::POSITION_X,  1.0f );
+  actor.SetProperty( Actor::Property::POSITION_Y,  1.1f );
+  actor.SetProperty( Actor::Property::POSITION_Z,  1.2f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   actor.TranslateBy( Vector3( 0.1f, 0.1f, 0.1f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 1.1f, 1.2f, 1.3f ), actor.GetCurrentPosition(), Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 1.1f, 1.2f, 1.3f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Math::MACHINE_EPSILON_10000, TEST_LOCATION );
 
-  Stage::GetCurrent().Remove( actor );
+  application.GetScene().Remove( actor );
   END_TEST;
 }
 
@@ -1322,19 +1382,19 @@ int UtcDaliActorSetPosition02(void)
   Actor actor = Actor::New();
 
   // Set to random to start off with
-  actor.SetPosition(Vector3(120.0f, 120.0f, 120.0f));
+  actor.SetProperty( Actor::Property::POSITION, Vector3(120.0f, 120.0f, 120.0f));
 
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
-  actor.SetPosition(vector.x, vector.y, vector.z);
+  actor.SetProperty( Actor::Property::POSITION, Vector3(vector.x, vector.y, vector.z));
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1346,19 +1406,19 @@ int UtcDaliActorSetPosition03(void)
   Actor actor = Actor::New();
 
   // Set to random to start off with
-  actor.SetPosition(Vector3(120.0f, 120.0f, 120.0f));
+  actor.SetProperty( Actor::Property::POSITION, Vector3(120.0f, 120.0f, 120.0f));
 
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
-  actor.SetPosition(vector);
+  actor.SetProperty( Actor::Property::POSITION, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1370,15 +1430,15 @@ int UtcDaliActorSetX(void)
 
   Vector3 vector(100.0f, 0.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
-  actor.SetX(100.0f);
+  actor.SetProperty( Actor::Property::POSITION_X, 100.0f);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1390,15 +1450,15 @@ int UtcDaliActorSetY(void)
 
   Vector3 vector(0.0f, 100.0f, 0.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
-  actor.SetY(100.0f);
+  actor.SetProperty( Actor::Property::POSITION_Y, 100.0f);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1410,15 +1470,15 @@ int UtcDaliActorSetZ(void)
 
   Vector3 vector(0.0f, 0.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
-  actor.SetZ(100.0f);
+  actor.SetProperty( Actor::Property::POSITION_Z, 100.0f);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1429,7 +1489,7 @@ int UtcDaliActorSetPositionProperties(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.SetProperty( Actor::Property::POSITION_X, vector.x );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
@@ -1439,7 +1499,7 @@ int UtcDaliActorSetPositionProperties(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
@@ -1453,7 +1513,7 @@ int UtcDaliActorSetPositionProperties(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
@@ -1467,7 +1527,7 @@ int UtcDaliActorSetPositionProperties(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentPosition().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
@@ -1483,15 +1543,15 @@ int UtcDaliActorTranslateBy(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
-  actor.SetPosition(vector);
+  actor.SetProperty( Actor::Property::POSITION, vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
 
   actor.TranslateBy(vector);
 
@@ -1499,7 +1559,7 @@ int UtcDaliActorTranslateBy(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector*2.0f == actor.GetCurrentPosition());
+  DALI_TEST_CHECK(vector*2.0f == actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   END_TEST;
 }
 
@@ -1509,13 +1569,13 @@ int UtcDaliActorGetCurrentPosition(void)
 
   Actor actor = Actor::New();
   Vector3 setVector(100.0f, 100.0f, 0.0f);
-  actor.SetPosition(setVector);
+  actor.SetProperty( Actor::Property::POSITION, setVector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentPosition() == setVector);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) == setVector);
   END_TEST;
 }
 
@@ -1525,31 +1585,31 @@ int UtcDaliActorGetCurrentWorldPosition(void)
 
   Actor parent = Actor::New();
   Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
-  parent.SetPosition( parentPosition );
-  parent.SetParentOrigin( ParentOrigin::CENTER );
-  parent.SetAnchorPoint( AnchorPoint::CENTER );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::POSITION, parentPosition );
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  parent.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin( ParentOrigin::CENTER );
-  child.SetAnchorPoint( AnchorPoint::CENTER );
+  child.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  child.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   Vector3 childPosition( 6.0f, 6.0f, 6.0f );
-  child.SetPosition( childPosition );
+  child.SetProperty( Actor::Property::POSITION, childPosition );
   parent.Add( child );
 
   // The actors should not have a world position yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childPosition, TEST_LOCATION );
 
   // The actors should have a world position now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1560,54 +1620,54 @@ int UtcDaliActorSetInheritPosition(void)
 
   Actor parent = Actor::New();
   Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
-  parent.SetPosition( parentPosition );
-  parent.SetParentOrigin( ParentOrigin::CENTER );
-  parent.SetAnchorPoint( AnchorPoint::CENTER );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::POSITION, parentPosition );
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  parent.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin( ParentOrigin::CENTER );
-  child.SetAnchorPoint( AnchorPoint::CENTER );
+  child.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  child.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   Vector3 childPosition( 10.0f, 11.0f, 12.0f );
-  child.SetPosition( childPosition );
+  child.SetProperty( Actor::Property::POSITION, childPosition );
   parent.Add( child );
 
   // The actors should not have a world position yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // first test default, which is to inherit position
-  DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), true, TEST_LOCATION );
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childPosition, TEST_LOCATION );
 
   //Change child position
   Vector3 childOffset( -1.0f, 1.0f, 0.0f );
-  child.SetPosition( childOffset );
+  child.SetProperty( Actor::Property::POSITION, childOffset );
 
   // Use local position as world postion
-  child.SetInheritPosition( false );
-  DALI_TEST_EQUALS( child.IsPositionInherited(), false, TEST_LOCATION );
+  child.SetProperty( Actor::Property::INHERIT_POSITION, false );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), false, TEST_LOCATION );
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), childOffset, TEST_LOCATION );
 
   //Change back to inherit position from parent
-  child.SetInheritPosition( true );
-  DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
+  child.SetProperty( Actor::Property::INHERIT_POSITION, true );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_POSITION ), true, TEST_LOCATION );
   application.SendNotification();
   application.Render(0); // should only really call Update as Render is not required to update scene
-  DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
-  DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), childOffset, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), parentPosition + childOffset, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1619,7 +1679,7 @@ int UtcDaliActorInheritOpacity(void)
   Actor parent = Actor::New();
   Actor child = Actor::New();
   parent.Add( child );
-  Stage::GetCurrent().Add( parent );
+  application.GetScene().Add( parent );
 
   DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
   DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
@@ -1628,7 +1688,7 @@ int UtcDaliActorInheritOpacity(void)
   application.SendNotification();
   application.Render();
 
-  parent.SetOpacity( 0.1f );
+  parent.SetProperty( Actor::Property::OPACITY, 0.1f );
 
   DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
   DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
@@ -1654,13 +1714,13 @@ int UtcDaliActorSetOrientation01(void)
   Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
   Actor actor = Actor::New();
 
-  actor.SetOrientation(rotation);
+  actor.SetProperty( Actor::Property::ORIENTATION, rotation);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1673,31 +1733,31 @@ int UtcDaliActorSetOrientation02(void)
   Radian angle( 0.785f );
   Vector3 axis(1.0f, 1.0f, 0.0f);
 
-  actor.SetOrientation( angle, axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( angle, axis ) );
   Quaternion rotation( angle, axis );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
   actor.RotateBy( Degree( 360 ), axis);
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
-  actor.SetOrientation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) ) );
   Quaternion result( Radian( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( result, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS( result, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
-  actor.SetOrientation( angle, axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( angle, axis ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
-  Stage::GetCurrent().Remove( actor );
+  application.GetScene().Remove( actor );
   END_TEST;
 }
 
@@ -1716,7 +1776,7 @@ int UtcDaliActorSetOrientationProperty(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
@@ -1734,17 +1794,17 @@ int UtcDaliActorRotateBy01(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion( angle, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion( angle, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   actor.RotateBy( angle, Vector3::ZAXIS);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
-  Stage::GetCurrent().Remove( actor );
+  application.GetScene().Remove( actor );
   END_TEST;
 }
 
@@ -1761,13 +1821,13 @@ int UtcDaliActorRotateBy02(void)
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
 
   actor.RotateBy(rotation);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1777,11 +1837,11 @@ int UtcDaliActorGetCurrentOrientation(void)
   Actor actor = Actor::New();
 
   Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
-  actor.SetOrientation(rotation);
+  actor.SetProperty( Actor::Property::ORIENTATION, rotation );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
   END_TEST;
 }
 
@@ -1793,36 +1853,36 @@ int UtcDaliActorGetCurrentWorldOrientation(void)
   Actor parent = Actor::New();
   Radian rotationAngle( Degree(90.0f) );
   Quaternion rotation( rotationAngle, Vector3::YAXIS );
-  parent.SetOrientation( rotation );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::ORIENTATION, rotation );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
-  child.SetOrientation( rotation );
+  child.SetProperty( Actor::Property::ORIENTATION, rotation );
   parent.Add( child );
 
   // The actors should not have a world rotation yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, 0.001, TEST_LOCATION );
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
 
   // turn off child rotation inheritance
-  child.SetInheritOrientation( false );
-  DALI_TEST_EQUALS( child.IsOrientationInherited(), false, TEST_LOCATION );
+  child.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_ORIENTATION ), false, TEST_LOCATION );
   application.SendNotification();
   application.Render(0);
 
   // The actors should have a world rotation now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), rotation, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), rotation, 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1833,19 +1893,19 @@ int UtcDaliActorSetScale01(void)
 
   Actor actor = Actor::New();
 
-  // Set to random value first - GetCurrentScale() asserts if called before SetScale()
-  actor.SetScale(0.25f);
+  // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
+  actor.SetProperty( Actor::Property::SCALE,0.25f);
 
   Vector3 scale(10.0f, 10.0f, 10.0f);
-  DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
 
-  actor.SetScale(scale.x);
+  actor.SetProperty( Actor::Property::SCALE,scale.x);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
   END_TEST;
 }
 
@@ -1857,26 +1917,26 @@ int UtcDaliActorSetScale02(void)
 
   Actor actor = Actor::New();
 
-  // Set to random value first - GetCurrentScale() asserts if called before SetScale()
-  actor.SetScale(Vector3(12.0f, 1.0f, 2.0f));
+  // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
+  actor.SetProperty( Actor::Property::SCALE, Vector3( 12.0f, 1.0f, 2.0f ) );
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
 
-  actor.SetScale(scale.x, scale.y, scale.z);
+  actor.SetProperty( Actor::Property::SCALE, Vector3( scale.x, scale.y, scale.z ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
 
   // add to stage and test
-  Stage::GetCurrent().Add( actor );
-  actor.SetScale( 2.0f, 2.0f, 2.0f );
+  application.GetScene().Add( actor );
+  actor.SetProperty( Actor::Property::SCALE, Vector3( 2.0f, 2.0f, 2.0f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector3( 2.0f, 2.0f, 2.0f ), actor.GetCurrentScale(), 0.001, TEST_LOCATION);
+  DALI_TEST_EQUALS( Vector3( 2.0f, 2.0f, 2.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), 0.001, TEST_LOCATION);
 
-  Stage::GetCurrent().Remove( actor );
+  application.GetScene().Remove( actor );
 
   END_TEST;
 }
@@ -1889,18 +1949,18 @@ int UtcDaliActorSetScale03(void)
 
   Actor actor = Actor::New();
 
-  // Set to random value first - GetCurrentScale() asserts if called before SetScale()
-  actor.SetScale(Vector3(12.0f, 1.0f, 2.0f));
+  // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
+  actor.SetProperty( Actor::Property::SCALE, Vector3(12.0f, 1.0f, 2.0f));
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) != scale);
 
-  actor.SetScale(scale);
+  actor.SetProperty( Actor::Property::SCALE,scale);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
   END_TEST;
 }
 
@@ -1911,7 +1971,7 @@ int UtcDaliActorSetScaleIndividual(void)
   Actor actor = Actor::New();
 
   Vector3 vector(0.7f, 0.8f, 0.9f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
 
   actor.SetProperty( Actor::Property::SCALE_X, vector.x );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
@@ -1920,7 +1980,7 @@ int UtcDaliActorSetScaleIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
 
@@ -1931,7 +1991,7 @@ int UtcDaliActorSetScaleIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.y, actor.GetCurrentScale().y, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
 
@@ -1942,7 +2002,7 @@ int UtcDaliActorSetScaleIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.z, actor.GetCurrentScale().z, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
 
@@ -1958,15 +2018,15 @@ int UtcDaliActorScaleBy(void)
   Actor actor = Actor::New();
   Vector3 vector(100.0f, 100.0f, 100.0f);
 
-  DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
 
-  actor.SetScale(vector);
+  actor.SetProperty( Actor::Property::SCALE,vector);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector == actor.GetCurrentScale());
+  DALI_TEST_CHECK(vector == actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
 
   actor.ScaleBy(vector);
 
@@ -1974,7 +2034,7 @@ int UtcDaliActorScaleBy(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(vector*100.0f == actor.GetCurrentScale());
+  DALI_TEST_CHECK(vector*100.0f == actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
   END_TEST;
 }
 
@@ -1985,13 +2045,13 @@ int UtcDaliActorGetCurrentScale(void)
 
   Actor actor = Actor::New();
 
-  actor.SetScale(scale);
+  actor.SetProperty( Actor::Property::SCALE,scale);
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) == scale);
   END_TEST;
 }
 
@@ -2001,31 +2061,31 @@ int UtcDaliActorGetCurrentWorldScale(void)
 
   Actor parent = Actor::New();
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetScale( parentScale );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::SCALE, parentScale );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
   Vector3 childScale( 2.0f, 2.0f, 2.0f );
-  child.SetScale( childScale );
+  child.SetProperty( Actor::Property::SCALE, childScale );
   parent.Add( child );
 
   // The actors should not have a scale yet
-  DALI_TEST_EQUALS( parent.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // The actors should not have a world scale yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldScale(), Vector3::ONE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentScale(), parentScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentScale(), childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), parentScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), childScale, TEST_LOCATION );
 
   // The actors should have a world scale now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldScale(), parentScale, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldScale(), parentScale * childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale * childScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2036,27 +2096,27 @@ int UtcDaliActorInheritScale(void)
 
   Actor parent = Actor::New();
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetScale( parentScale );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::SCALE, parentScale );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
   Vector3 childScale( 2.0f, 2.0f, 2.0f );
-  child.SetScale( childScale );
+  child.SetProperty( Actor::Property::SCALE, childScale );
   parent.Add( child );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( child.IsScaleInherited(), true, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldScale(), parentScale * childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_SCALE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), parentScale * childScale, TEST_LOCATION );
 
-  child.SetInheritScale( false );
-  DALI_TEST_EQUALS( child.IsScaleInherited(), false, TEST_LOCATION );
+  child.SetProperty( Actor::Property::INHERIT_SCALE, false );
+  DALI_TEST_EQUALS( child.GetProperty< bool >( Actor::Property::INHERIT_SCALE ), false, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( child.GetCurrentWorldScale(), childScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_SCALE ), childScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2065,25 +2125,25 @@ int UtcDaliActorSetVisible(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.IsVisible() == false);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
 
-  actor.SetVisible(true);
+  actor.SetProperty( Actor::Property::VISIBLE,true);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.IsVisible() == true);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
 
   // put actor on stage
-  Stage::GetCurrent().Add( actor );
-  actor.SetVisible(false);
+  application.GetScene().Add( actor );
+  actor.SetProperty( Actor::Property::VISIBLE,false);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.IsVisible() == false);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == false);
   END_TEST;
 }
 
@@ -2093,7 +2153,7 @@ int UtcDaliActorIsVisible(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.IsVisible() == true);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) == true);
   END_TEST;
 }
 
@@ -2103,38 +2163,38 @@ int UtcDaliActorSetOpacity(void)
 
   Actor actor = Actor::New();
   // initial opacity is 1
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 1.0f, TEST_LOCATION );
 
-  actor.SetOpacity( 0.4f);
+  actor.SetProperty( Actor::Property::OPACITY, 0.4f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.4f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.4f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetOpacity( actor.GetCurrentOpacity() + 0.1f );
+  actor.SetProperty( Actor::Property::OPACITY, actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) + 0.1f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.5f, TEST_LOCATION );
 
   // put actor on stage
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetOpacity( 0.9f );
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.5f, TEST_LOCATION );
+  actor.SetProperty( Actor::Property::OPACITY, 0.9f );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.5f, TEST_LOCATION );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.9f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.9f, TEST_LOCATION );
 
   // change opacity, actor is on stage to change is not immediate
-  actor.SetOpacity( actor.GetCurrentOpacity() - 0.9f );
+  actor.SetProperty( Actor::Property::OPACITY, actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) - 0.9f );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.0f, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2143,13 +2203,13 @@ int UtcDaliActorGetCurrentOpacity(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK(actor.GetCurrentOpacity() != 0.5f);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) != 0.5f);
 
-  actor.SetOpacity(0.5f);
+  actor.SetProperty( Actor::Property::OPACITY,0.5f);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(actor.GetCurrentOpacity() == 0.5f);
+  DALI_TEST_CHECK(actor.GetCurrentProperty< float >( Actor::Property::OPACITY ) == 0.5f);
   END_TEST;
 }
 
@@ -2158,11 +2218,11 @@ int UtcDaliActorSetSensitive(void)
   TestApplication application;
   Actor actor = Actor::New();
 
-  bool sensitive = !actor.IsSensitive();
+  bool sensitive = !actor.GetProperty< bool >( Actor::Property::SENSITIVE );
 
-  actor.SetSensitive(sensitive);
+  actor.SetProperty( Actor::Property::SENSITIVE,sensitive);
 
-  DALI_TEST_CHECK(sensitive == actor.IsSensitive());
+  DALI_TEST_CHECK(sensitive == actor.GetProperty< bool >( Actor::Property::SENSITIVE ));
   END_TEST;
 }
 
@@ -2170,9 +2230,9 @@ int UtcDaliActorIsSensitive(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
-  actor.SetSensitive(false);
+  actor.SetProperty( Actor::Property::SENSITIVE,false);
 
-  DALI_TEST_CHECK(false == actor.IsSensitive());
+  DALI_TEST_CHECK(false == actor.GetProperty< bool >( Actor::Property::SENSITIVE ));
   END_TEST;
 }
 
@@ -2182,37 +2242,44 @@ int UtcDaliActorSetColor(void)
   Actor actor = Actor::New();
   Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
 
-  DALI_TEST_CHECK(color != actor.GetCurrentColor());
+  DALI_TEST_CHECK(color != actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
 
-  actor.SetColor(color);
+  actor.SetProperty( Actor::Property::COLOR,color);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(color == actor.GetCurrentColor());
+  DALI_TEST_CHECK(color == actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
 
-  actor.SetColor( actor.GetCurrentColor() + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
+  actor.SetProperty( Actor::Property::COLOR, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ) + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( Vector4( 0.6f, 0.5f, 0.4f, 0.1f ), actor.GetCurrentColor(),  TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector4( 0.6f, 0.5f, 0.4f, 0.1f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
 
-  Stage::GetCurrent().Add( actor );
-  actor.SetColor( color );
+  application.GetScene().Add( actor );
+  actor.SetProperty( Actor::Property::COLOR, color );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( color, actor.GetCurrentColor(),  TEST_LOCATION );
+  DALI_TEST_EQUALS( color, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
 
-  actor.SetColor( actor.GetCurrentColor() + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
+  actor.SetProperty( Actor::Property::COLOR, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ) + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
   // Actor color is not clamped
-  DALI_TEST_EQUALS( Vector4( 2.1f, 2.1f, 2.1f, 1.6f ), actor.GetCurrentColor(),  TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector4( 2.1f, 2.1f, 2.1f, 1.6f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ),  TEST_LOCATION );
   // world color is clamped
-  DALI_TEST_EQUALS( Vector4( 1.0f, 1.0f, 1.0f, 1.0f ), actor.GetCurrentWorldColor(),  TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector4( 1.0f, 1.0f, 1.0f, 1.0f ), actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ),  TEST_LOCATION );
+
+  actor.SetProperty( Actor::Property::COLOR, color );
+  DALI_TEST_EQUALS( color, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
 
-  Stage::GetCurrent().Remove( actor );
+  Vector3 newColor( 1.0f, 0.0f, 0.0f );
+  actor.SetProperty( Actor::Property::COLOR, newColor );
+  DALI_TEST_EQUALS( Vector4( newColor.r, newColor.g, newColor.b, 1.0f ), actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
+
+  application.GetScene().Remove( actor );
   END_TEST;
 }
 
@@ -2223,7 +2290,7 @@ int UtcDaliActorSetColorIndividual(void)
   Actor actor = Actor::New();
 
   Vector4 vector(0.7f, 0.8f, 0.9f, 0.6f);
-  DALI_TEST_CHECK(vector != actor.GetCurrentColor());
+  DALI_TEST_CHECK(vector != actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
 
   actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
   DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
@@ -2232,7 +2299,7 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.r, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.r, actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
 
@@ -2243,7 +2310,7 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.g, actor.GetCurrentColor().g, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.g, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.g, actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
 
@@ -2254,7 +2321,7 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.b, actor.GetCurrentColor().b, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.b, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.b, actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
 
@@ -2266,21 +2333,21 @@ int UtcDaliActorSetColorIndividual(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION );
+  DALI_TEST_EQUALS( vector.a, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, TEST_LOCATION );
   DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector.a, actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
 
   DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
   DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
 
-  actor.SetProperty( DevelActor::Property::OPACITY, 0.2f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.2f );
 
 
   // flush the queue and render once
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( 0.2f, actor.GetCurrentColor().a, TEST_LOCATION );
+  DALI_TEST_EQUALS( 0.2f, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, TEST_LOCATION );
 
   END_TEST;
 }
@@ -2292,11 +2359,11 @@ int UtcDaliActorGetCurrentColor(void)
   Actor actor = Actor::New();
   Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
 
-  actor.SetColor(color);
+  actor.SetProperty( Actor::Property::COLOR,color);
   // flush the queue and render once
   application.SendNotification();
   application.Render();
-  DALI_TEST_CHECK(color == actor.GetCurrentColor());
+  DALI_TEST_CHECK(color == actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
   END_TEST;
 }
 
@@ -2307,55 +2374,55 @@ int UtcDaliActorGetCurrentWorldColor(void)
 
   Actor parent = Actor::New();
   Vector4 parentColor( 1.0f, 0.5f, 0.0f, 0.8f );
-  parent.SetColor( parentColor );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::COLOR, parentColor );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
   Vector4 childColor( 0.5f, 0.6f, 0.5f, 1.0f );
-  child.SetColor( childColor );
+  child.SetProperty( Actor::Property::COLOR, childColor );
   parent.Add( child );
 
-  DALI_TEST_EQUALS( parent.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // verify the default color mode
-  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, child.GetColorMode(), TEST_LOCATION );
+  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, child.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
 
   // The actors should not have a world color yet
-  DALI_TEST_EQUALS( parent.GetCurrentWorldColor(), Color::WHITE, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Color::WHITE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( parent.GetCurrentColor(), parentColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), parentColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
 
   // The actors should have a world color now
-  DALI_TEST_EQUALS( parent.GetCurrentWorldColor(), parentColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), Vector4( childColor.r, childColor.g, childColor.b, childColor.a * parentColor.a), TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), parentColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), Vector4( childColor.r, childColor.g, childColor.b, childColor.a * parentColor.a), TEST_LOCATION );
 
   // use own color
-  child.SetColorMode( USE_OWN_COLOR );
+  child.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), childColor, TEST_LOCATION );
 
   // use parent color
-  child.SetColorMode( USE_PARENT_COLOR );
+  child.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), parentColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), parentColor, TEST_LOCATION );
 
   // use parent alpha
-  child.SetColorMode( USE_OWN_MULTIPLY_PARENT_ALPHA );
+  child.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
   application.SendNotification();
   application.Render(0);
   Vector4 expectedColor( childColor );
   expectedColor.a *= parentColor.a;
-  DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldColor(), expectedColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), childColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ), expectedColor, TEST_LOCATION );
   END_TEST;
 }
 
@@ -2367,17 +2434,17 @@ int UtcDaliActorSetColorMode(void)
   Actor child = Actor::New();
   actor.Add( child );
 
-  actor.SetColorMode( USE_OWN_COLOR );
-  DALI_TEST_EQUALS( USE_OWN_COLOR, actor.GetColorMode(), TEST_LOCATION );
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
+  DALI_TEST_EQUALS( USE_OWN_COLOR, actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
 
-  actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
-  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_COLOR, actor.GetColorMode(), TEST_LOCATION );
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
+  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_COLOR, actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
 
-  actor.SetColorMode( USE_PARENT_COLOR );
-  DALI_TEST_EQUALS( USE_PARENT_COLOR, actor.GetColorMode(), TEST_LOCATION );
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
+  DALI_TEST_EQUALS( USE_PARENT_COLOR, actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
 
-  actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_ALPHA );
-  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, actor.GetColorMode(), TEST_LOCATION );
+  actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
+  DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2385,10 +2452,10 @@ int UtcDaliActorScreenToLocal(void)
 {
   TestApplication application;
   Actor actor = Actor::New();
-  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-  actor.SetSize(100.0f, 100.0f);
-  actor.SetPosition(10.0f, 10.0f);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::POSITION, Vector2(10.0f, 10.0f));
+  application.GetScene().Add(actor);
 
   // flush the queue and render once
   application.SendNotification();
@@ -2413,11 +2480,11 @@ int UtcDaliActorSetLeaveRequired(void)
 
   Actor actor = Actor::New();
 
-  actor.SetLeaveRequired(false);
-  DALI_TEST_CHECK(actor.GetLeaveRequired() == false);
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED,false);
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == false);
 
-  actor.SetLeaveRequired(true);
-  DALI_TEST_CHECK(actor.GetLeaveRequired() == true);
+  actor.SetProperty( Actor::Property::LEAVE_REQUIRED,true);
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == true);
   END_TEST;
 }
 
@@ -2427,7 +2494,7 @@ int UtcDaliActorGetLeaveRequired(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.GetLeaveRequired() == false);
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::LEAVE_REQUIRED ) == false);
   END_TEST;
 }
 
@@ -2437,11 +2504,11 @@ int UtcDaliActorSetKeyboardFocusable(void)
 
   Actor actor = Actor::New();
 
-  actor.SetKeyboardFocusable(true);
-  DALI_TEST_CHECK(actor.IsKeyboardFocusable() == true);
+  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == true);
 
-  actor.SetKeyboardFocusable(false);
-  DALI_TEST_CHECK(actor.IsKeyboardFocusable() == false);
+  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, false );
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == false);
   END_TEST;
 }
 
@@ -2451,7 +2518,7 @@ int UtcDaliActorIsKeyboardFocusable(void)
 
   Actor actor = Actor::New();
 
-  DALI_TEST_CHECK(actor.IsKeyboardFocusable() == false);
+  DALI_TEST_CHECK(actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) == false);
   END_TEST;
 }
 
@@ -2470,7 +2537,7 @@ int UtcDaliActorRemoveConstraints(void)
 
   DALI_TEST_CHECK( gTestConstraintCalled == false );
 
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
   constraint.Apply();
 
   // flush the queue and render once
@@ -2504,7 +2571,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   constraint2.SetTag( constraint2Tag );
   constraint2.Apply();
 
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2517,7 +2584,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   result2 = 0;
   actor.RemoveConstraints(constraint1Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
+  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2530,7 +2597,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   result2 = 0;
   constraint1.Apply();
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
+  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2543,7 +2610,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   result2 = 0;
   actor.RemoveConstraints(constraint2Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
+  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2556,7 +2623,7 @@ int UtcDaliActorRemoveConstraintTag(void)
   result2 = 0;
   actor.RemoveConstraints(constraint1Tag);
   // make color property dirty, which will trigger constraints to be reapplied.
-  actor.SetColor( Color::WHITE );
+  actor.SetProperty( Actor::Property::COLOR, Color::WHITE );
   // flush the queue and render once
   application.SendNotification();
   application.Render();
@@ -2573,7 +2640,7 @@ int UtcDaliActorTouchedSignal(void)
   ResetTouchCallbacks();
 
   // get the root layer
-  Actor actor = Stage::GetCurrent().GetRootLayer();
+  Actor actor = application.GetScene().GetRootLayer();
   DALI_TEST_CHECK( gTouchCallBackCalled == false );
 
   application.SendNotification();
@@ -2583,7 +2650,7 @@ int UtcDaliActorTouchedSignal(void)
   actor.TouchedSignal().Connect( TestCallback );
 
   // simulate a touch event in the middle of the screen
-  Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
+  Vector2 touchPoint( application.GetScene().GetSize() * 0.5 );
   Dali::Integration::Point point;
   point.SetDeviceId( 1 );
   point.SetState( PointState::DOWN );
@@ -2603,7 +2670,7 @@ int UtcDaliActorHoveredSignal(void)
   gHoverCallBackCalled = false;
 
   // get the root layer
-  Actor actor = Stage::GetCurrent().GetRootLayer();
+  Actor actor = application.GetScene().GetRootLayer();
   DALI_TEST_CHECK( gHoverCallBackCalled == false );
 
   application.SendNotification();
@@ -2613,7 +2680,7 @@ int UtcDaliActorHoveredSignal(void)
   actor.HoveredSignal().Connect( TestCallback3 );
 
   // simulate a hover event in the middle of the screen
-  Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
+  Vector2 touchPoint( application.GetScene().GetSize() * 0.5 );
   Dali::Integration::Point point;
   point.SetDeviceId( 1 );
   point.SetState( PointState::MOTION );
@@ -2637,7 +2704,7 @@ int UtcDaliActorOnOffStageSignal(void)
   gActorNamesOnOffStage.clear();
 
   Actor parent = Actor::New();
-  parent.SetName( "parent" );
+  parent.SetProperty( Actor::Property::NAME, "parent" );
   parent.OnStageSignal().Connect( OnStageCallback );
   parent.OffStageSignal().Connect( OffStageCallback );
   // sanity check
@@ -2645,7 +2712,7 @@ int UtcDaliActorOnOffStageSignal(void)
   DALI_TEST_CHECK( gOffStageCallBackCalled == 0 );
 
   // add parent to stage
-  Stage::GetCurrent().Add( parent );
+  application.GetScene().Add( parent );
   // onstage emitted, offstage not
   DALI_TEST_EQUALS(  gOnStageCallBackCalled, 1, TEST_LOCATION );
   DALI_TEST_EQUALS( gOffStageCallBackCalled, 0, TEST_LOCATION );
@@ -2657,7 +2724,7 @@ int UtcDaliActorOnOffStageSignal(void)
   gActorNamesOnOffStage.clear();
 
   Actor child = Actor::New();
-  child.SetName( "child" );
+  child.SetProperty( Actor::Property::NAME, "child" );
   child.OnStageSignal().Connect( OnStageCallback );
   child.OffStageSignal().Connect( OffStageCallback );
   parent.Add( child ); // add child
@@ -2671,7 +2738,7 @@ int UtcDaliActorOnOffStageSignal(void)
   gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
   gActorNamesOnOffStage.clear();
 
-  Stage::GetCurrent().Remove( parent );
+  application.GetScene().Remove( parent );
   // onstage not emitted, offstage is
   DALI_TEST_EQUALS(  gOnStageCallBackCalled, 0, TEST_LOCATION );
   DALI_TEST_EQUALS( gOffStageCallBackCalled, 2, TEST_LOCATION );
@@ -2683,7 +2750,7 @@ int UtcDaliActorOnOffStageSignal(void)
   gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
   gActorNamesOnOffStage.clear();
 
-  Stage::GetCurrent().Add( parent );
+  application.GetScene().Add( parent );
   // onstage emitted, offstage not
   DALI_TEST_EQUALS(  gOnStageCallBackCalled, 2, TEST_LOCATION );
   DALI_TEST_EQUALS( gOffStageCallBackCalled, 0, TEST_LOCATION );
@@ -2706,7 +2773,7 @@ int UtcDaliActorOnOffStageSignal(void)
   gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
   gActorNamesOnOffStage.clear();
 
-  Stage::GetCurrent().Remove( parent );
+  application.GetScene().Remove( parent );
   // onstage not emitted, offstage is
   DALI_TEST_EQUALS(  gOnStageCallBackCalled, 0, TEST_LOCATION );
   DALI_TEST_EQUALS( gOffStageCallBackCalled, 1, TEST_LOCATION );
@@ -2720,11 +2787,11 @@ int UtcDaliActorFindChildByName(void)
   TestApplication application;
 
   Actor parent = Actor::New();
-  parent.SetName( "parent" );
+  parent.SetProperty( Actor::Property::NAME, "parent" );
   Actor first  = Actor::New();
-  first .SetName( "first" );
+  first .SetProperty( Actor::Property::NAME, "first" );
   Actor second = Actor::New();
-  second.SetName( "second" );
+  second.SetProperty( Actor::Property::NAME, "second" );
 
   parent.Add(first);
   first.Add(second);
@@ -2758,13 +2825,13 @@ int UtcDaliActorFindChildById(void)
   Actor found = parent.FindChildById( 100000 );
   DALI_TEST_CHECK( !found );
 
-  found = parent.FindChildById( parent.GetId() );
+  found = parent.FindChildById( parent.GetProperty< int >( Actor::Property::ID ) );
   DALI_TEST_CHECK( found == parent );
 
-  found = parent.FindChildById( first.GetId() );
+  found = parent.FindChildById( first.GetProperty< int >( Actor::Property::ID ) );
   DALI_TEST_CHECK( found == first );
 
-  found = parent.FindChildById( second.GetId() );
+  found = parent.FindChildById( second.GetProperty< int >( Actor::Property::ID ) );
   DALI_TEST_CHECK( found == second );
   END_TEST;
 }
@@ -2801,18 +2868,18 @@ int UtcDaliActorHitTest(void)
 
   // get the root layer
   Actor actor = Actor::New();
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
-  actor.SetParentOrigin( ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   ResetTouchCallbacks();
 
   unsigned int index = 0;
   while( NULL != hitTestData[index] )
   {
-    actor.SetSize( 1.f, 1.f );
-    actor.SetScale( hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z );
+    actor.SetProperty( Actor::Property::SIZE, Vector2( 1.f, 1.f ) );
+    actor.SetProperty( Actor::Property::SCALE, Vector3( hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z ) );
 
     // flush the queue and render once
     application.SendNotification();
@@ -2850,73 +2917,73 @@ int UtcDaliActorHitTest(void)
 
 int UtcDaliActorSetDrawMode(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorSetDrawModeOverlay");
 
   Actor a = Actor::New();
 
-  Stage::GetCurrent().Add(a);
-  app.SendNotification();
-  app.Render(0);
-  app.SendNotification();
-  app.Render(1);
+  application.GetScene().Add(a);
+  application.SendNotification();
+  application.Render(0);
+  application.SendNotification();
+  application.Render(1);
 
-  DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Ensure overlay is off by default
+  DALI_TEST_CHECK( DrawMode::NORMAL == a.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ) ); // Ensure overlay is off by default
 
-  a.SetDrawMode( DrawMode::OVERLAY_2D );
-  app.SendNotification();
-  app.Render(1);
+  a.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+  application.SendNotification();
+  application.Render(1);
 
-  DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetDrawMode() ); // Check Actor is overlay
+  DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ) ); // Check Actor is overlay
 
-  a.SetDrawMode( DrawMode::NORMAL );
-  app.SendNotification();
-  app.Render(1);
+  a.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL );
+  application.SendNotification();
+  application.Render(1);
 
-  DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is normal
+  DALI_TEST_CHECK( DrawMode::NORMAL == a.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ) ); // Check Actor is normal
   END_TEST;
 }
 
 int UtcDaliActorSetDrawModeOverlayRender(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorSetDrawModeOverlayRender");
 
-  app.SendNotification();
-  app.Render(1);
+  application.SendNotification();
+  application.Render(1);
 
   std::vector<GLuint> ids;
   ids.push_back( 8 );   // first rendered actor
   ids.push_back( 9 );   // second rendered actor
   ids.push_back( 10 );  // third rendered actor
-  app.GetGlAbstraction().SetNextTextureIds( ids );
+  application.GetGlAbstraction().SetNextTextureIds( ids );
 
-  BufferImage imageA = BufferImage::New(16, 16);
-  BufferImage imageB = BufferImage::New(16, 16);
-  BufferImage imageC = BufferImage::New(16, 16);
+  Texture imageA = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+  Texture imageB = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+  Texture imageC = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
   Actor a = CreateRenderableActor( imageA );
   Actor b = CreateRenderableActor( imageB );
   Actor c = CreateRenderableActor( imageC );
 
-  app.SendNotification();
-  app.Render(1);
+  application.SendNotification();
+  application.Render(1);
 
   //Textures are bound when first created. Clear bound textures vector
-  app.GetGlAbstraction().ClearBoundTextures();
+  application.GetGlAbstraction().ClearBoundTextures();
 
   // Render a,b,c as regular non-overlays. so order will be:
   // a (8)
   // b (9)
   // c (10)
-  Stage::GetCurrent().Add(a);
-  Stage::GetCurrent().Add(b);
-  Stage::GetCurrent().Add(c);
+  application.GetScene().Add(a);
+  application.GetScene().Add(b);
+  application.GetScene().Add(c);
 
-  app.SendNotification();
-  app.Render(1);
+  application.SendNotification();
+  application.Render(1);
 
   // Should be 3 textures changes.
-  const std::vector<GLuint>& boundTextures = app.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 );
+  const std::vector<GLuint>& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 );
   typedef std::vector<GLuint>::size_type TextureSize;
   DALI_TEST_EQUALS( boundTextures.size(), static_cast<TextureSize>( 3 ), TEST_LOCATION );
   if( boundTextures.size() == 3 )
@@ -2931,11 +2998,11 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   // b (9)
   // c (10)
   // a (8)
-  a.SetDrawMode( DrawMode::OVERLAY_2D );
-  app.GetGlAbstraction().ClearBoundTextures();
+  a.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+  application.GetGlAbstraction().ClearBoundTextures();
 
-  app.SendNotification();
-  app.Render(1);
+  application.SendNotification();
+  application.Render(1);
 
   // Should be 3 texture changes.
   DALI_TEST_EQUALS( boundTextures.size(), static_cast<TextureSize>(3), TEST_LOCATION );
@@ -2950,36 +3017,36 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
 
 int UtcDaliActorGetCurrentWorldMatrix(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorGetCurrentWorldMatrix");
 
   Actor parent = Actor::New();
-  parent.SetParentOrigin(ParentOrigin::CENTER);
-  parent.SetAnchorPoint(AnchorPoint::CENTER);
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
   Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
   Radian rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetPosition( parentPosition );
-  parent.SetOrientation( parentRotation );
-  parent.SetScale( parentScale );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::POSITION, parentPosition );
+  parent.SetProperty( Actor::Property::ORIENTATION, parentRotation );
+  parent.SetProperty( Actor::Property::SCALE, parentScale );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   Vector3 childPosition( 0.0f, 0.0f, 100.0f );
   Radian childRotationAngle(Degree(23.0f));
   Quaternion childRotation( childRotationAngle, Vector3::YAXIS );
   Vector3 childScale( 2.0f, 2.0f, 2.0f );
-  child.SetPosition( childPosition );
-  child.SetOrientation( childRotation );
-  child.SetScale( childScale );
+  child.SetProperty( Actor::Property::POSITION, childPosition );
+  child.SetProperty( Actor::Property::ORIENTATION, childRotation );
+  child.SetProperty( Actor::Property::SCALE, childScale );
   parent.Add( child );
 
-  app.SendNotification();
-  app.Render(0);
-  app.Render();
-  app.SendNotification();
+  application.SendNotification();
+  application.Render(0);
+  application.Render();
+  application.SendNotification();
 
   Matrix parentMatrix(false);
   parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
@@ -2991,8 +3058,8 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
   Matrix childWorldMatrix(false);
   Matrix::Multiply( childWorldMatrix, childMatrix, parentMatrix);
 
-  DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), childWorldMatrix, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), parentMatrix, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), childWorldMatrix, 0.001, TEST_LOCATION );
   END_TEST;
 }
 
@@ -3000,118 +3067,118 @@ int UtcDaliActorGetCurrentWorldMatrix(void)
 
 int UtcDaliActorConstrainedToWorldMatrix(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorConstrainedToWorldMatrix");
 
   Actor parent = Actor::New();
-  parent.SetParentOrigin(ParentOrigin::CENTER);
-  parent.SetAnchorPoint(AnchorPoint::CENTER);
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
   Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
   Radian rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetPosition( parentPosition );
-  parent.SetOrientation( parentRotation );
-  parent.SetScale( parentScale );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::POSITION, parentPosition );
+  parent.SetProperty( Actor::Property::ORIENTATION, parentRotation );
+  parent.SetProperty( Actor::Property::SCALE, parentScale );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   Constraint posConstraint = Constraint::New<Vector3>( child, Actor::Property::POSITION, PositionComponentConstraint() );
   posConstraint.AddSource( Source( parent, Actor::Property::WORLD_MATRIX ) );
   posConstraint.Apply();
 
-  Stage::GetCurrent().Add( child );
+  application.GetScene().Add( child );
 
-  app.SendNotification();
-  app.Render(0);
-  app.Render();
-  app.SendNotification();
+  application.SendNotification();
+  application.Render(0);
+  application.Render();
+  application.SendNotification();
 
   Matrix parentMatrix(false);
   parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
 
-  DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION );
-  DALI_TEST_EQUALS( child.GetCurrentPosition(), parent.GetCurrentPosition(), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( parent.GetCurrentProperty< Matrix >( Actor::Property::WORLD_MATRIX ), parentMatrix, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), parent.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001, TEST_LOCATION );
   END_TEST;
 }
 
 int UtcDaliActorConstrainedToOrientation(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorConstrainedToOrientation");
 
   Actor parent = Actor::New();
-  parent.SetParentOrigin(ParentOrigin::CENTER);
-  parent.SetAnchorPoint(AnchorPoint::CENTER);
+  parent.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+  parent.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
   Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
   Radian rotationAngle(Degree(85.0f));
   Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
   Vector3 parentScale( 1.0f, 2.0f, 3.0f );
-  parent.SetPosition( parentPosition );
-  parent.SetOrientation( parentRotation );
-  parent.SetScale( parentScale );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::POSITION, parentPosition );
+  parent.SetProperty( Actor::Property::ORIENTATION, parentRotation );
+  parent.SetProperty( Actor::Property::SCALE, parentScale );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
-  child.SetParentOrigin(ParentOrigin::CENTER);
+  child.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
   Constraint posConstraint = Constraint::New<Quaternion>( child, Actor::Property::ORIENTATION, OrientationComponentConstraint() );
   posConstraint.AddSource( Source( parent, Actor::Property::ORIENTATION ) );
   posConstraint.Apply();
 
-  Stage::GetCurrent().Add( child );
+  application.GetScene().Add( child );
 
-  app.SendNotification();
-  app.Render(0);
-  app.Render();
-  app.SendNotification();
+  application.SendNotification();
+  application.Render(0);
+  application.Render();
+  application.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentOrientation(), parent.GetCurrentOrientation(), 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), parent.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION );
   END_TEST;
 }
 
 int UtcDaliActorConstrainedToOpacity(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorConstrainedToOpacity");
 
   Actor parent = Actor::New();
-  parent.SetOpacity( 0.7f );
-  Stage::GetCurrent().Add( parent );
+  parent.SetProperty( Actor::Property::OPACITY, 0.7f );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
-  Constraint opacityConstraint = Constraint::New<float>( child, DevelActor::Property::OPACITY, EqualToConstraint() );
-  opacityConstraint.AddSource( Source( parent, DevelActor::Property::OPACITY ) );
+  Constraint opacityConstraint = Constraint::New<float>( child, Actor::Property::OPACITY, EqualToConstraint() );
+  opacityConstraint.AddSource( Source( parent, Actor::Property::OPACITY ) );
   opacityConstraint.Apply();
 
-  Stage::GetCurrent().Add( child );
+  application.GetScene().Add( child );
 
-  app.SendNotification();
-  app.Render(0);
-  app.Render();
-  app.SendNotification();
+  application.SendNotification();
+  application.Render(0);
+  application.Render();
+  application.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( Actor::Property::OPACITY ), parent.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.001f, TEST_LOCATION );
 
-  parent.SetOpacity( 0.3f );
+  parent.SetProperty( Actor::Property::OPACITY, 0.3f );
 
-  app.SendNotification();
-  app.Render(0);
-  app.Render();
-  app.SendNotification();
+  application.SendNotification();
+  application.Render(0);
+  application.Render();
+  application.SendNotification();
 
-  DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( child.GetCurrentProperty< float >( Actor::Property::OPACITY ), parent.GetCurrentProperty< float >( Actor::Property::OPACITY ), 0.001f, TEST_LOCATION );
 
   END_TEST;
 }
 
 int UtcDaliActorUnparent(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorUnparent");
 
   Actor parent = Actor::New();
-  Stage::GetCurrent().Add( parent );
+  application.GetScene().Add( parent );
 
   Actor child = Actor::New();
 
@@ -3155,11 +3222,11 @@ int UtcDaliActorUnparent(void)
 
 int UtcDaliActorGetChildAt(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorGetChildAt");
 
   Actor parent = Actor::New();
-  Stage::GetCurrent().Add( parent );
+  application.GetScene().Add( parent );
 
   Actor child0 = Actor::New();
   parent.Add( child0 );
@@ -3178,12 +3245,12 @@ int UtcDaliActorGetChildAt(void)
 
 int UtcDaliActorSetGetOverlay(void)
 {
-  TestApplication app;
+  TestApplication application;
   tet_infoline(" UtcDaliActorSetGetOverlay");
 
   Actor parent = Actor::New();
-  parent.SetDrawMode(DrawMode::OVERLAY_2D );
-  DALI_TEST_CHECK( parent.GetDrawMode() == DrawMode::OVERLAY_2D );
+  parent.SetProperty( Actor::Property::DRAW_MODE,DrawMode::OVERLAY_2D );
+  DALI_TEST_CHECK( parent.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ) == DrawMode::OVERLAY_2D );
   END_TEST;
 }
 
@@ -3247,12 +3314,12 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "leaveRequired",            Actor::Property::LEAVE_REQUIRED,           Property::BOOLEAN     },
   { "inheritOrientation",       Actor::Property::INHERIT_ORIENTATION,      Property::BOOLEAN     },
   { "inheritScale",             Actor::Property::INHERIT_SCALE,            Property::BOOLEAN     },
-  { "colorMode",                Actor::Property::COLOR_MODE,               Property::STRING      },
-  { "drawMode",                 Actor::Property::DRAW_MODE,                Property::STRING      },
+  { "colorMode",                Actor::Property::COLOR_MODE,               Property::INTEGER     },
+  { "drawMode",                 Actor::Property::DRAW_MODE,                Property::INTEGER     },
   { "sizeModeFactor",           Actor::Property::SIZE_MODE_FACTOR,         Property::VECTOR3     },
   { "widthResizePolicy",        Actor::Property::WIDTH_RESIZE_POLICY,      Property::STRING      },
   { "heightResizePolicy",       Actor::Property::HEIGHT_RESIZE_POLICY,     Property::STRING      },
-  { "sizeScalePolicy",          Actor::Property::SIZE_SCALE_POLICY,        Property::STRING      },
+  { "sizeScalePolicy",          Actor::Property::SIZE_SCALE_POLICY,        Property::INTEGER     },
   { "widthForHeight",           Actor::Property::WIDTH_FOR_HEIGHT,         Property::BOOLEAN     },
   { "heightForWidth",           Actor::Property::HEIGHT_FOR_WIDTH,         Property::BOOLEAN     },
   { "padding",                  Actor::Property::PADDING,                  Property::VECTOR4     },
@@ -3260,14 +3327,14 @@ const PropertyStringIndex PROPERTY_TABLE[] =
   { "maximumSize",              Actor::Property::MAXIMUM_SIZE,             Property::VECTOR2     },
   { "inheritPosition",          Actor::Property::INHERIT_POSITION,         Property::BOOLEAN     },
   { "clippingMode",             Actor::Property::CLIPPING_MODE,            Property::STRING      },
-  { "opacity",                  DevelActor::Property::OPACITY,             Property::FLOAT       },
+  { "opacity",                  Actor::Property::OPACITY,             Property::FLOAT       },
 };
 const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
 } // unnamed namespace
 
 int UtcDaliActorProperties(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -3283,7 +3350,7 @@ int UtcDaliActorProperties(void)
 
 int UtcDaliRelayoutProperties_ResizePolicies(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -3323,44 +3390,43 @@ int UtcDaliRelayoutProperties_ResizePolicies(void)
 
 int UtcDaliRelayoutProperties_SizeScalePolicy(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
   // Defaults
-  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), "USE_SIZE_SET", TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< SizeScalePolicy::Type >( Actor::Property::SIZE_SCALE_POLICY ), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION );
 
   SizeScalePolicy::Type policy = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
-  actor.SetSizeScalePolicy( policy );
-  DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), policy, TEST_LOCATION );
+  actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy );
+  DALI_TEST_EQUALS( actor.GetProperty< SizeScalePolicy::Type >( Actor::Property::SIZE_SCALE_POLICY ), policy, TEST_LOCATION );
 
   // Set
-  const char* const policy1 = "FIT_WITH_ASPECT_RATIO";
-  const char* const policy2 = "FILL_WITH_ASPECT_RATIO";
+  const SizeScalePolicy::Type policy1 = SizeScalePolicy::FIT_WITH_ASPECT_RATIO;
+  const SizeScalePolicy::Type policy2 = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
 
   actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy1 );
-  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), policy1, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< SizeScalePolicy::Type >( Actor::Property::SIZE_SCALE_POLICY ), policy1, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy2 );
-  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), policy2, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< SizeScalePolicy::Type >( Actor::Property::SIZE_SCALE_POLICY ), policy2, TEST_LOCATION );
 
   END_TEST;
 }
 
 int UtcDaliRelayoutProperties_SizeModeFactor(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
   // Defaults
   DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetSizeModeFactor(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE_MODE_FACTOR ), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
 
   Vector3 sizeMode( 1.0f, 2.0f, 3.0f );
-  actor.SetSizeModeFactor( sizeMode );
-  DALI_TEST_EQUALS( actor.GetSizeModeFactor(), sizeMode, TEST_LOCATION );
+  actor.SetProperty( Actor::Property::SIZE_MODE_FACTOR, sizeMode );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE_MODE_FACTOR ), sizeMode, TEST_LOCATION );
 
   // Set
   Vector3 sizeMode1( 2.0f, 3.0f, 4.0f );
@@ -3373,7 +3439,7 @@ int UtcDaliRelayoutProperties_SizeModeFactor(void)
 
 int UtcDaliRelayoutProperties_DimensionDependency(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -3397,7 +3463,7 @@ int UtcDaliRelayoutProperties_DimensionDependency(void)
 
 int UtcDaliRelayoutProperties_Padding(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -3415,7 +3481,7 @@ int UtcDaliRelayoutProperties_Padding(void)
 
 int UtcDaliRelayoutProperties_MinimumMaximumSize(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -3439,7 +3505,7 @@ int UtcDaliRelayoutProperties_MinimumMaximumSize(void)
 
 int UtcDaliActorGetHeightForWidth(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -3450,7 +3516,7 @@ int UtcDaliActorGetHeightForWidth(void)
 
 int UtcDaliActorGetWidthForHeight(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -3461,21 +3527,21 @@ int UtcDaliActorGetWidthForHeight(void)
 
 int UtcDaliActorGetRelayoutSize(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
   // Add actor to stage
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 0.0f, TEST_LOCATION );
 
   actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
-  actor.SetSize( Vector2( 1.0f, 0.0f ) );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 1.0f, 0.0f ) );
 
   // Flush the queue and render once
-  app.SendNotification();
-  app.Render();
+  application.SendNotification();
+  application.Render();
 
   DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 1.0f, TEST_LOCATION );
 
@@ -3484,12 +3550,12 @@ int UtcDaliActorGetRelayoutSize(void)
 
 int UtcDaliActorSetPadding(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
   Padding padding;
-  actor.GetPadding( padding );
+  padding = actor.GetProperty<Vector4>( Actor::Property::PADDING );
 
   DALI_TEST_EQUALS( padding.left, 0.0f, TEST_LOCATION );
   DALI_TEST_EQUALS( padding.right, 0.0f, TEST_LOCATION );
@@ -3497,9 +3563,9 @@ int UtcDaliActorSetPadding(void)
   DALI_TEST_EQUALS( padding.top, 0.0f, TEST_LOCATION );
 
   Padding padding2( 1.0f, 2.0f, 3.0f, 4.0f );
-  actor.SetPadding( padding2 );
+  actor.SetProperty( Actor::Property::PADDING, padding2 );
 
-  actor.GetPadding( padding );
+  padding = actor.GetProperty<Vector4>( Actor::Property::PADDING );
 
   DALI_TEST_EQUALS( padding.left, padding2.left, TEST_LOCATION );
   DALI_TEST_EQUALS( padding.right, padding2.right, TEST_LOCATION );
@@ -3511,19 +3577,19 @@ int UtcDaliActorSetPadding(void)
 
 int UtcDaliActorSetMinimumSize(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
-  Vector2 size = actor.GetMinimumSize();
+  Vector2 size = actor.GetProperty< Vector2 >( Actor::Property::MINIMUM_SIZE );
 
   DALI_TEST_EQUALS( size.width, 0.0f, TEST_LOCATION );
   DALI_TEST_EQUALS( size.height, 0.0f, TEST_LOCATION );
 
   Vector2 size2( 1.0f, 2.0f );
-  actor.SetMinimumSize( size2 );
+  actor.SetProperty( Actor::Property::MINIMUM_SIZE, size2 );
 
-  size = actor.GetMinimumSize();
+  size = actor.GetProperty< Vector2 >( Actor::Property::MINIMUM_SIZE );
 
   DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
   DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
@@ -3533,19 +3599,19 @@ int UtcDaliActorSetMinimumSize(void)
 
 int UtcDaliActorSetMaximumSize(void)
 {
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
-  Vector2 size = actor.GetMaximumSize();
+  Vector2 size = actor.GetProperty< Vector2 >( Actor::Property::MAXIMUM_SIZE );
 
   DALI_TEST_EQUALS( size.width, FLT_MAX, TEST_LOCATION );
   DALI_TEST_EQUALS( size.height, FLT_MAX, TEST_LOCATION );
 
   Vector2 size2( 1.0f, 2.0f );
-  actor.SetMaximumSize( size2 );
+  actor.SetProperty( Actor::Property::MAXIMUM_SIZE, size2 );
 
-  size = actor.GetMaximumSize();
+  size = actor.GetProperty< Vector2 >( Actor::Property::MAXIMUM_SIZE );
 
   DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
   DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
@@ -3564,17 +3630,17 @@ int UtcDaliActorOnRelayoutSignal(void)
   gActorNamesRelayout.clear();
 
   Actor actor = Actor::New();
-  actor.SetName( "actor" );
+  actor.SetProperty( Actor::Property::NAME, "actor" );
   actor.OnRelayoutSignal().Connect( OnRelayoutCallback );
 
   // Sanity check
   DALI_TEST_CHECK( ! gOnRelayoutCallBackCalled );
 
   // Add actor to stage
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  actor.SetSize( Vector2( 1.0f, 2.0 ) );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 1.0f, 2.0 ) );
 
   // Flush the queue and render once
   application.SendNotification();
@@ -3605,7 +3671,7 @@ int UtcDaliActorGetHierachyDepth(void)
    *
    * GetHierarchyDepth should return 1 for A, 2 for B and C, and 3 for D, E and F.
    */
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
@@ -3615,15 +3681,15 @@ int UtcDaliActorGetHierachyDepth(void)
   Actor actorF = Actor::New();
 
   //Test that root actor has depth equal 0
-  DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   //Test actors return depth -1 when not connected to the tree
-  DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   //Create the hierarchy
   stage.Add( actorA );
@@ -3634,29 +3700,29 @@ int UtcDaliActorGetHierachyDepth(void)
   actorC.Add( actorF );
 
   //Test actors return correct depth
-  DALI_TEST_EQUALS( 1, actorA.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 2, actorB.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 2, actorC.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorD.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorE.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( 3, actorF.GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( 1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 2, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( 3, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   //Removing actorB from the hierarchy. actorB, actorD and actorE should now have depth equal -1
   actorA.Remove( actorB );
 
-  DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   //Removing actorA from the stage. All actors should have depth equal -1
   stage.Remove( actorA );
 
-  DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
-  DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorA.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorB.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorC.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorD.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorE.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( -1, actorF.GetProperty< int >( Actor::Property::HIERARCHY_DEPTH ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -3668,35 +3734,35 @@ int UtcDaliActorAnchorPointPropertyAsString(void)
   Actor actor = Actor::New();
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
 
   // Invalid should not change anything
   actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3708,35 +3774,35 @@ int UtcDaliActorParentOriginPropertyAsString(void)
   Actor actor = Actor::New();
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
 
   // Invalid should not change anything
   actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3748,20 +3814,20 @@ int UtcDaliActorColorModePropertyAsString(void)
   Actor actor = Actor::New();
 
   actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_COLOR" );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_COLOR, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::COLOR_MODE, "USE_PARENT_COLOR" );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_PARENT_COLOR, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_COLOR" );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA" );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
 
   // Invalid should not change anything
   actor.SetProperty( Actor::Property::COLOR_MODE, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3773,14 +3839,14 @@ int UtcDaliActorDrawModePropertyAsString(void)
   Actor actor = Actor::New();
 
   actor.SetProperty( Actor::Property::DRAW_MODE, "NORMAL" );
-  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::NORMAL, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" );
-  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::OVERLAY_2D, TEST_LOCATION );
 
   // Invalid should not change anything
   actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" );
-  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::OVERLAY_2D, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3792,16 +3858,16 @@ int UtcDaliActorColorModePropertyAsEnum(void)
   Actor actor = Actor::New();
 
   actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_COLOR, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_PARENT_COLOR, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
-  DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< ColorMode >( Actor::Property::COLOR_MODE ), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3813,10 +3879,10 @@ int UtcDaliActorDrawModePropertyAsEnum(void)
   Actor actor = Actor::New();
 
   actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL );
-  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::NORMAL, TEST_LOCATION );
 
   actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
-  DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< DrawMode::Type >( Actor::Property::DRAW_MODE ), DrawMode::OVERLAY_2D, TEST_LOCATION );
 
   END_TEST;
 }
@@ -3841,7 +3907,7 @@ int UtcDaliActorAddRendererP(void)
   END_TEST;
 }
 
-int UtcDaliActorAddRendererN(void)
+int UtcDaliActorAddRendererN01(void)
 {
   tet_infoline("Testing Actor::AddRenderer");
   TestApplication application;
@@ -3871,13 +3937,51 @@ int UtcDaliActorAddRendererN(void)
   END_TEST;
 }
 
+int UtcDaliActorAddRendererN02(void)
+{
+  tet_infoline( "UtcDaliActorAddRendererN02" );
+
+  Actor actor;
+  Renderer renderer;
+
+  {
+    TestApplication application;
+
+    Geometry geometry = CreateQuadGeometry();
+    Shader shader = CreateShader();
+    renderer = Renderer::New( geometry, shader );
+
+    actor = Actor::New();
+  }
+
+  // try illegal AddRenderer
+  try
+  {
+    actor.AddRenderer( renderer );
+    tet_printf( "Assertion test failed - no Exception\n" );
+    tet_result( TET_FAIL );
+  }
+  catch( Dali::DaliException& e )
+  {
+    DALI_TEST_PRINT_ASSERT( e );
+    DALI_TEST_ASSERT( e, "EventThreadServices::IsCoreRunning()", TEST_LOCATION );
+  }
+  catch(...)
+  {
+    tet_printf( "Assertion test failed - wrong Exception\n" );
+    tet_result( TET_FAIL );
+  }
+
+  END_TEST;
+}
+
 int UtcDaliActorAddRendererOnStage(void)
 {
   tet_infoline("Testing Actor::AddRenderer");
   TestApplication application;
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render(0);
@@ -4000,14 +4104,14 @@ int UtcDaliActorRemoveRendererN(void)
 // Clipping test helper functions:
 Actor CreateActorWithContent( uint32_t width, uint32_t height)
 {
-  BufferImage image = BufferImage::New( width, height );
+  Texture image = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height );
   Actor actor = CreateRenderableActor( image );
 
   // Setup dimensions and position so actor is not skipped by culling.
   actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-  actor.SetSize( width, height );
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( width, height ) );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   return actor;
 }
@@ -4138,7 +4242,7 @@ int UtcDaliActorPropertyClippingActor(void)
   // Create a clipping actor.
   Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  Stage::GetCurrent().Add( actorDepth1Clip );
+  application.GetScene().Add( actorDepth1Clip );
 
   // Gather the call trace.
   GenerateTrace( application, enabledDisableTrace, stencilTrace );
@@ -4174,7 +4278,7 @@ int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
   // Create a clipping actor.
   Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  Stage::GetCurrent().Add( actorDepth1Clip );
+  application.GetScene().Add( actorDepth1Clip );
 
   // Gather the call trace.
   GenerateTrace( application, enabledDisableTrace, stencilTrace );
@@ -4222,7 +4326,7 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
   // Create a clipping actor.
   Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  Stage::GetCurrent().Add( actorDepth1Clip );
+  application.GetScene().Add( actorDepth1Clip );
 
   // Create a child actor.
   Actor childDepth2 = CreateActorWithContent16x16();
@@ -4279,7 +4383,7 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
     // If we are on the first loop, set the layer to 3D and loop to perform the test again.
     if( i == 0u )
     {
-      Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_3D );
+      application.GetScene().GetRootLayer().SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
       GenerateTrace( application, enabledDisableTrace, stencilTrace );
     }
   }
@@ -4308,21 +4412,21 @@ int UtcDaliActorPropertyClippingActorDrawOrder(void)
   Actor actors[5];
   for( int i = 0; i < 5; ++i )
   {
-    BufferImage image = BufferImage::New( 16u, 16u );
+    Texture image = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u );
     Actor actor = CreateRenderableActor( image );
 
     // Setup dimensions and position so actor is not skipped by culling.
     actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
-    actor.SetSize( 16.0f, 16.0f );
+    actor.SetProperty( Actor::Property::SIZE, Vector2( 16.0f, 16.0f ) );
 
     if( i == 0 )
     {
-      actor.SetParentOrigin( ParentOrigin::CENTER );
+      actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
     }
     else
     {
       float b = i > 2 ? 1.0f : -1.0f;
-      actor.SetParentOrigin( Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
+      actor.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
     }
 
     actors[i] = actor;
@@ -4332,7 +4436,7 @@ int UtcDaliActorPropertyClippingActorDrawOrder(void)
   actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
 
   // Build the scene graph.
-  Stage::GetCurrent().Add( actors[0] );
+  application.GetScene().Add( actors[0] );
 
   // Left branch:
   actors[0].Add( actors[1] );
@@ -4396,10 +4500,10 @@ int UtcDaliActorPropertyScissorClippingActor(void)
   Actor clippingActorA = CreateActorWithContent16x16();
   // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
   // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
-  clippingActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
-  clippingActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
   clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-  Stage::GetCurrent().Add( clippingActorA );
+  application.GetScene().Add( clippingActorA );
 
   // Gather the call trace.
   GenerateTrace( application, enabledDisableTrace, scissorTrace );
@@ -4415,8 +4519,8 @@ int UtcDaliActorPropertyScissorClippingActor(void)
   compareParametersString << "0, 0, " << imageSize.x << ", " << imageSize.y;
   DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) );                  // Compare with 0, 0, 16, 16
 
-  clippingActorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
-  clippingActorA.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT );
 
   // Gather the call trace.
   GenerateTrace( application, enabledDisableTrace, scissorTrace );
@@ -4449,19 +4553,19 @@ int UtcDaliActorPropertyScissorClippingActorSiblings(void)
   Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
   Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
 
-  clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
-  clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
+  clippingActorA.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, -200.0f, 0.0f ));
+  clippingActorB.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
 
-  Stage::GetCurrent().Add( clippingActorA );
-  Stage::GetCurrent().Add( clippingActorB );
+  application.GetScene().Add( clippingActorA );
+  application.GetScene().Add( clippingActorB );
 
   // Gather the call trace.
   GenerateTrace( application, enabledDisableTrace, scissorTrace );
@@ -4518,15 +4622,15 @@ int UtcDaliActorPropertyScissorClippingActorNested01(void)
   Actor clippingActorA = CreateActorWithContent16x16();
   // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
   // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
-  clippingActorA.SetParentOrigin( ParentOrigin::CENTER );
-  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
-  Stage::GetCurrent().Add( clippingActorA );
+  application.GetScene().Add( clippingActorA );
 
   // Create a child clipping actor.
   Actor clippingActorB = CreateActorWithContent16x16();
-  clippingActorB.SetParentOrigin( ParentOrigin::CENTER );
-  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER );
+  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
   clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
   clippingActorA.Add( clippingActorB );
 
@@ -4540,7 +4644,7 @@ int UtcDaliActorPropertyScissorClippingActorNested01(void)
   {
     // Position the child clipping actor so it intersects with the 1st clipping actor. This changes each loop.
     const Vector2 position = ( imageSize / 2.0f ) * positionModifiers[test];
-    clippingActorB.SetPosition( position.x, position.y );
+    clippingActorB.SetProperty( Actor::Property::POSITION, Vector2( position.x, position.y ));
 
     // Gather the call trace.
     GenerateTrace( application, enabledDisableTrace, scissorTrace );
@@ -4595,35 +4699,35 @@ int UtcDaliActorPropertyScissorClippingActorNested02(void)
   Actor clippingActorD = CreateActorWithContent( sizeD.width, sizeD.height );
   Actor clippingActorE = CreateActorWithContent( sizeE.width, sizeE.height );
 
-  clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorC.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorC.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorC.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorD.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorD.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorD.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorD.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
   clippingActorD.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
 
-  clippingActorE.SetParentOrigin( ParentOrigin::CENTER_LEFT );
-  clippingActorE.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+  clippingActorE.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT );
+  clippingActorE.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
 
-  clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
-  clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
-  clippingActorC.SetPosition( 0.0f, 100.0f, 0.0f );
-  clippingActorD.SetPosition( 0.0f, 0.0f, 0.0f );
-  clippingActorE.SetPosition( 0.0f, 0.0f, 0.0f );
+  clippingActorA.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, -200.0f, 0.0f ));
+  clippingActorB.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
+  clippingActorC.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 100.0f, 0.0f ));
+  clippingActorD.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
+  clippingActorE.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
 
-  Stage::GetCurrent().Add( clippingActorA );
+  application.GetScene().Add( clippingActorA );
   clippingActorA.Add( clippingActorB );
-  Stage::GetCurrent().Add( clippingActorC );
-  Stage::GetCurrent().Add( clippingActorD );
+  application.GetScene().Add( clippingActorC );
+  application.GetScene().Add( clippingActorD );
   clippingActorD.Add( clippingActorE );
 
   // Gather the call trace.
@@ -4663,7 +4767,7 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
   // Create a clipping actor.
   Actor actorDepth1Clip = CreateActorWithContent16x16();
   actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
-  Stage::GetCurrent().Add( actorDepth1Clip );
+  application.GetScene().Add( actorDepth1Clip );
 
   // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode.
   actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
@@ -4701,7 +4805,7 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
 int UtcDaliGetPropertyN(void)
 {
   tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" );
-  TestApplication app;
+  TestApplication application;
 
   Actor actor = Actor::New();
 
@@ -4716,20 +4820,22 @@ int UtcDaliActorRaiseLower(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Debug::Filter::SetGlobalLogLevel( Debug::Verbose );
+
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -4836,6 +4942,8 @@ int UtcDaliActorRaiseLower(void)
 
   ResetTouchCallbacks();
 
+  Debug::Filter::SetGlobalLogLevel( Debug::NoLogging );
+
   END_TEST;
 }
 
@@ -4845,7 +4953,7 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
@@ -4874,14 +4982,14 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   Renderer rendererC = Renderer::New(geometry, shaderC);
   actorC.AddRenderer(rendererC);
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5080,20 +5188,20 @@ int UtcDaliActorRaiseAbove(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5189,7 +5297,7 @@ int UtcDaliActorLowerBelow(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
   // enables checking of which actor the uniform is assigned too
@@ -5218,14 +5326,14 @@ int UtcDaliActorLowerBelow(void)
   Renderer rendererC = Renderer::New(geometry, shaderC);
   actorC.AddRenderer(rendererC);
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5237,7 +5345,7 @@ int UtcDaliActorLowerBelow(void)
   actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
 
   Actor container = Actor::New();
-  container.SetParentOrigin( ParentOrigin::CENTER );
+  container.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
   stage.Add( container );
 
@@ -5415,7 +5523,7 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor parentA = Actor::New();
   Actor parentB = Actor::New();
@@ -5424,11 +5532,11 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
   parentB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   parentB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
 
-  parentA.SetAnchorPoint( AnchorPoint::CENTER );
-  parentA.SetParentOrigin( ParentOrigin::CENTER );
+  parentA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  parentA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  parentB.SetAnchorPoint( AnchorPoint::CENTER );
-  parentB.SetParentOrigin( ParentOrigin::CENTER );
+  parentB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  parentB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   stage.Add( parentA );
   stage.Add( parentB );
@@ -5443,14 +5551,14 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
   tet_printf( "Actor C added to different parent from A and B \n" );
   parentB.Add( actorC );
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5523,20 +5631,20 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5691,20 +5799,20 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5852,20 +5960,20 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorB.SetAnchorPoint( AnchorPoint::CENTER );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
 
   actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
   actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
@@ -5958,15 +6066,15 @@ int UtcDaliActorGetScreenPosition(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
 
   Vector2 size2( 10.0f, 20.0f );
-  actorA.SetSize( size2 );
+  actorA.SetProperty( Actor::Property::SIZE, size2 );
 
-  actorA.SetPosition( 0.f, 0.f );
+  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
 
   tet_infoline( "UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n" );
 
@@ -5976,7 +6084,7 @@ int UtcDaliActorGetScreenPosition(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::CENTER \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -5986,13 +6094,13 @@ int UtcDaliActorGetScreenPosition(void)
 
   tet_infoline( "UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n" );
 
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
 
   application.SendNotification();
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position  ( %f %f ) AnchorPoint::TOP_LEFT  \n",  actorWorldPosition.x, actorWorldPosition.y );
   tet_printf( "Actor Screen Position  ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6002,13 +6110,13 @@ int UtcDaliActorGetScreenPosition(void)
 
   tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n" );
 
-  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
 
   application.SendNotification();
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT   \n",  actorWorldPosition.x, actorWorldPosition.y );
   tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT  \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6018,13 +6126,13 @@ int UtcDaliActorGetScreenPosition(void)
 
   tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n" );
 
-  actorA.SetPosition( 30.0, 0.0 );
+  actorA.SetProperty( Actor::Property::POSITION, Vector2( 30.0, 0.0 ));
 
   application.SendNotification();
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n",  actorWorldPosition.x, actorWorldPosition.y );
   tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0   \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6034,13 +6142,13 @@ int UtcDaliActorGetScreenPosition(void)
 
   tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n" );
 
-  actorA.SetPosition( 30.0, 420.0 );
+  actorA.SetProperty( Actor::Property::POSITION, Vector2( 30.0, 420.0 ));
 
   application.SendNotification();
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   DALI_TEST_EQUALS( actorScreenPosition.x,  30lu , TEST_LOCATION );
   DALI_TEST_EQUALS( actorScreenPosition.y,  420lu , TEST_LOCATION );
@@ -6050,21 +6158,21 @@ int UtcDaliActorGetScreenPosition(void)
 
   tet_infoline( "UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n" );
 
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetPosition( 30.0, 30.0 );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::POSITION, Vector2( 30.0, 30.0 ));
 
   Actor actorB = Actor::New();
-  actorB.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorB.SetSize( size2 );
-  actorB.SetPosition( 10.f, 10.f );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorB.SetProperty( Actor::Property::SIZE, size2 );
+  actorB.SetProperty( Actor::Property::POSITION, Vector2( 10.f, 10.f ));
   actorA.Add( actorB );
 
-  actorA.SetScale( 2.0f );
+  actorA.SetProperty( Actor::Property::SCALE, 2.0f );
 
   application.SendNotification();
   application.Render();
 
-  actorScreenPosition = actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   DALI_TEST_EQUALS( actorScreenPosition.x,  50lu , TEST_LOCATION );
   DALI_TEST_EQUALS( actorScreenPosition.y,  50lu , TEST_LOCATION );
@@ -6078,15 +6186,15 @@ int UtcDaliActorGetScreenPositionAfterScaling(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
 
   Vector2 size2( 10.0f, 20.0f );
-  actorA.SetSize( size2 );
-  actorA.SetScale( 1.5f );
-  actorA.SetPosition( 0.f, 0.f );
+  actorA.SetProperty( Actor::Property::SIZE, size2 );
+  actorA.SetProperty( Actor::Property::SCALE, 1.5f );
+  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
 
   tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n" );
 
@@ -6096,7 +6204,7 @@ int UtcDaliActorGetScreenPositionAfterScaling(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6106,13 +6214,13 @@ int UtcDaliActorGetScreenPositionAfterScaling(void)
 
   tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n" );
 
-  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
 
   application.SendNotification();
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6129,14 +6237,14 @@ int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size2( 10.0f, 20.0f );
-  actorA.SetSize( size2 );
-  actorA.SetPosition( 0.f, 0.f );
+  actorA.SetProperty( Actor::Property::SIZE, size2 );
+  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
 
   tet_infoline( " TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
@@ -6146,7 +6254,7 @@ int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6156,14 +6264,14 @@ int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
 
   tet_infoline( " BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n" );
 
-  actorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
-  actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
 
   application.SendNotification();
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT ParentOrigin::TOP_RIGHT \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6181,25 +6289,25 @@ int UtcDaliActorGetScreenPositionWithChildActors(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size1( 10.0f, 20.0f );
-  actorA.SetSize( size1 );
-  actorA.SetPosition( 0.f, 0.f );
+  actorA.SetProperty( Actor::Property::SIZE, size1 );
+  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
 
   tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
   Actor parentActorA = Actor::New();
-  parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size2( 30.0f, 60.0f );
-  parentActorA.SetSize( size2 );
-  parentActorA.SetPosition( 0.f, 0.f );
+  parentActorA.SetProperty( Actor::Property::SIZE, size2 );
+  parentActorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
 
   tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
 
@@ -6210,7 +6318,7 @@ int UtcDaliActorGetScreenPositionWithChildActors(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6222,14 +6330,14 @@ int UtcDaliActorGetScreenPositionWithChildActors(void)
 
   tet_infoline( "change parent anchor point and parent origin then check screen position \n" );
 
-  parentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
-  parentActorA.SetParentOrigin( ParentOrigin::TOP_LEFT );
+  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
+  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
 
   application.SendNotification();
   application.Render();
 
   actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_LEFT ParentOrigin::TOP_LEFT  \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6246,34 +6354,34 @@ int UtcDaliActorGetScreenPositionWithChildActors02(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size1( 10.0f, 20.0f );
-  actorA.SetSize( size1 );
-  actorA.SetPosition( 0.f, 0.f );
+  actorA.SetProperty( Actor::Property::SIZE, size1 );
+  actorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
 
   tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
 
   Actor parentActorA = Actor::New();
-  parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+  parentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  parentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
   Vector2 size2( 30.0f, 60.0f );
-  parentActorA.SetSize( size2 );
-  parentActorA.SetPosition( 0.f, 0.f );
+  parentActorA.SetProperty( Actor::Property::SIZE, size2 );
+  parentActorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
 
   tet_infoline( "Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n" );
 
   Actor grandParentActorA = Actor::New();
-  grandParentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
-  grandParentActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+  grandParentActorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
+  grandParentActorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT );
   Vector2 size3( 60.0f, 120.0f );
-  grandParentActorA.SetSize( size3 );
-  grandParentActorA.SetPosition( 0.f, 0.f );
+  grandParentActorA.SetProperty( Actor::Property::SIZE, size3 );
+  grandParentActorA.SetProperty( Actor::Property::POSITION, Vector2( 0.f, 0.f ));
 
   tet_infoline( "Add Parent 1 to Grand Parent 1 \n" );
 
@@ -6288,7 +6396,7 @@ int UtcDaliActorGetScreenPositionWithChildActors02(void)
   application.Render();
 
   Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
-  Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+  Vector2 actorScreenPosition = actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >();
 
   tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER  \n",  actorWorldPosition.x, actorWorldPosition.y  );
   tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
@@ -6305,35 +6413,35 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
 
   TestApplication application;
 
-  Stage stage( Stage::GetCurrent() );
+  Integration::Scene stage( application.GetScene() );
 
   tet_infoline( "Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
 
   Actor actorA = Actor::New();
-  actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-  actorA.SetParentOrigin( ParentOrigin::CENTER );
-  actorA.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
-  actorA.SetSize( 10.0f, 20.0f );
+  actorA.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+  actorA.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorA.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actorA.SetProperty( Actor::Property::SIZE, Vector2( 10.0f, 20.0f ) );
   stage.Add( actorA );
 
   tet_infoline( "Create an Actor with AnchorPoint::BOTTOM_RIGHT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
 
   Actor actorB = Actor::New();
-  actorB.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
-  actorB.SetParentOrigin( ParentOrigin::CENTER );
-  actorB.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actorB.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+  actorB.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorB.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   Vector2 actorBSize( 30.0f, 60.0f );
-  actorB.SetSize( actorBSize );
+  actorB.SetProperty( Actor::Property::SIZE, actorBSize );
   stage.Add( actorB );
 
   tet_infoline( "Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
 
   Actor actorC = Actor::New();
-  actorC.SetAnchorPoint( AnchorPoint::CENTER );
-  actorC.SetParentOrigin( ParentOrigin::CENTER );
-  actorC.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actorC.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actorC.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actorC.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   Vector2 actorCSize( 60.0f, 120.0f );
-  actorC.SetSize( actorCSize );
+  actorC.SetProperty( Actor::Property::SIZE, actorCSize );
   stage.Add( actorC );
 
   application.SendNotification();
@@ -6343,22 +6451,22 @@ int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
 
   Vector2 center( stage.GetSize() * 0.5f );
 
-  DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorC.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
 
   tet_infoline( "Add scale to all actors" );
 
-  actorA.SetScale( 2.0f );
-  actorB.SetScale( 2.0f );
-  actorC.SetScale( 2.0f );
+  actorA.SetProperty( Actor::Property::SCALE, 2.0f );
+  actorB.SetProperty( Actor::Property::SCALE, 2.0f );
+  actorC.SetProperty( Actor::Property::SCALE, 2.0f );
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION );
-  DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorA.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorB.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorC.GetProperty( Actor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION );
 
   END_TEST;
 }
@@ -6369,25 +6477,25 @@ int utcDaliActorPositionUsesAnchorPoint(void)
   tet_infoline( "Check default behaviour\n" );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
-  actor.SetSize( 100.0f, 100.0f );
-  Stage::GetCurrent().Add( actor );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  application.GetScene().Add( actor );
 
   application.SendNotification();
   application.Render();
 
   tet_infoline( "Check that the world position is in the center\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Set the position uses anchor point property to false\n" );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
 
   application.SendNotification();
   application.Render();
 
   tet_infoline( "Check that the world position has changed appropriately\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6398,30 +6506,30 @@ int utcDaliActorPositionUsesAnchorPointCheckScale(void)
   tet_infoline( "Check that the scale is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
-  actor.SetSize( 100.0f, 100.0f );
-  actor.SetScale( 2.0f );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
-  Stage::GetCurrent().Add( actor );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::SCALE, 2.0f );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
+  application.GetScene().Add( actor );
 
   application.SendNotification();
   application.Render();
 
   tet_infoline( "Check the world position is the same as it would be without a scale\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6432,30 +6540,30 @@ int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
   tet_infoline( "Check that the rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
-  actor.SetSize( 100.0f, 100.0f );
-  actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
-  Stage::GetCurrent().Add( actor );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.0f), Vector3::ZAXIS ) );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
+  application.GetScene().Add( actor );
 
   application.SendNotification();
   application.Render();
 
   tet_infoline( "Check the world position is the same as it would be without a rotation\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6466,31 +6574,31 @@ int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
   tet_infoline( "Check that the scale and rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
-  actor.SetSize( 100.0f, 100.0f );
-  actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
-  actor.SetScale( 2.0f );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
-  Stage::GetCurrent().Add( actor );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.0f), Vector3::ZAXIS ) );
+  actor.SetProperty( Actor::Property::SCALE, 2.0f );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
+  application.GetScene().Add( actor );
 
   application.SendNotification();
   application.Render();
 
   tet_infoline( "Check the world position is the same as it would be without a scale and rotation\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
-  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -6502,16 +6610,16 @@ int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
 
   Actor parent = Actor::New();
 
-  Stage::GetCurrent().Add( parent );
-  Vector2 stageSize( Stage::GetCurrent().GetSize() );
+  application.GetScene().Add( parent );
+  Vector2 stageSize( application.GetScene().GetSize() );
 
   Actor actor = Actor::New();
-  actor.SetParentOrigin( ParentOrigin::CENTER );
-  actor.SetAnchorPoint( AnchorPoint::CENTER );
-  actor.SetSize( 100.0f, 100.0f );
-  actor.SetInheritScale( false );
-  actor.SetInheritOrientation( false );
-  actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  actor.SetProperty( Actor::Property::INHERIT_SCALE, false );
+  actor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
+  actor.SetProperty( Actor::Property::POSITION_USES_ANCHOR_POINT, false );
   parent.Add( actor );
 
   application.SendNotification();
@@ -6520,19 +6628,19 @@ int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
   const Vector3 expectedWorldPosition( -stageSize.width * 0.5f + 50.0f, -stageSize.height * 0.5f + 50.0f, 0.0f );
 
   tet_infoline( "Check the world position is in the right place\n" );
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed" );
-  actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
 
   tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed" );
-  actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+  actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
   application.SendNotification();
   application.Render();
-  DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ), expectedWorldPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -6547,14 +6655,14 @@ int utcDaliActorVisibilityChangeSignalSelf(void)
   VisibilityChangedFunctorData data;
   DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
 
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
 
   data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
 
   tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
   data.Reset();
 
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
   data.Check( false /* not called */, TEST_LOCATION );
 
   tet_infoline( "Change the visibility using properties, ensure called" );
@@ -6592,7 +6700,7 @@ int utcDaliActorVisibilityChangeSignalChildren(void)
   DevelActor::VisibilityChangedSignal( child ).Connect( &application, VisibilityChangedFunctor( childData ) );
   DevelActor::VisibilityChangedSignal( grandChild ).Connect( &application, VisibilityChangedFunctor( grandChildData ) );
 
-  parent.SetVisible( false );
+  parent.SetProperty( Actor::Property::VISIBLE, false );
   parentData.Check( false /* not called */, TEST_LOCATION );
   childData.Check( true /* called */, child, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
   grandChildData.Check( true /* called */, grandChild, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
@@ -6604,7 +6712,7 @@ int utcDaliActorVisibilityChangeSignalChildren(void)
 
   DevelActor::VisibilityChangedSignal( parent ).Connect( &application, VisibilityChangedFunctor( parentData ) );
 
-  parent.SetVisible( true );
+  parent.SetProperty( Actor::Property::VISIBLE, true );
   parentData.Check( true /* called */, parent, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
   childData.Check( true /* called */, child, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
   grandChildData.Check( true /* called */, grandChild, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
@@ -6614,7 +6722,7 @@ int utcDaliActorVisibilityChangeSignalChildren(void)
   childData.Reset();
   grandChildData.Reset();
 
-  parent.SetVisible( true );
+  parent.SetProperty( Actor::Property::VISIBLE, true );
   parentData.Check( false /* not called */, TEST_LOCATION );
   childData.Check( false /* not called */, TEST_LOCATION );
   grandChildData.Check( false /* not called */, TEST_LOCATION );
@@ -6628,7 +6736,7 @@ int utcDaliActorVisibilityChangeSignalAfterAnimation(void)
   tet_infoline( "Check that the visibility change signal is emitted when the visibility changes when an animation starts" );
 
   Actor actor = Actor::New();
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
 
   application.SendNotification();
   application.Render();
@@ -6671,12 +6779,12 @@ int utcDaliActorVisibilityChangeSignalByName(void)
   bool signalCalled=false;
   actor.ConnectSignal( &application, "visibilityChanged", VisibilityChangedVoidFunctor(signalCalled) );
   DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
   DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
 
   tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
   signalCalled = false;
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
   DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
 
   tet_infoline( "Change the visibility using properties, ensure called" );
@@ -6705,7 +6813,7 @@ int UtcDaliActorLayoutDirectionProperty(void)
 
   Actor actor0 = Actor::New();
   DALI_TEST_EQUALS( actor0.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  Stage::GetCurrent().Add( actor0 );
+  application.GetScene().Add( actor0 );
 
   application.SendNotification();
   application.Render();
@@ -6746,7 +6854,7 @@ int UtcDaliActorLayoutDirectionProperty(void)
   DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
 
-  Stage::GetCurrent().Add( actor3 );
+  application.GetScene().Add( actor3 );
   actor3.Add( actor4 );
   actor4.Add( actor5 );
   actor5.Add( actor6 );
@@ -6814,7 +6922,7 @@ int UtcDaliActorLayoutDirectionSignal(void)
 
   Actor actor = Actor::New();
   DALI_TEST_EQUALS( actor.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
   bool signalCalled = false;
   LayoutDirectionFunctor layoutDirectionFunctor(signalCalled);
 
@@ -6863,7 +6971,7 @@ struct ChildAddedSignalCheck
 int UtcDaliChildAddedSignalP1(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   bool signalReceived=false;
   Actor childActor;
@@ -6890,7 +6998,7 @@ int UtcDaliChildAddedSignalP1(void)
 int UtcDaliChildAddedSignalP2(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   bool signalReceived=false;
   Actor childActor;
@@ -6918,7 +7026,7 @@ int UtcDaliChildAddedSignalP2(void)
 int UtcDaliChildAddedSignalN(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   bool signalReceived=false;
   Actor childActor;
@@ -6966,7 +7074,7 @@ struct ChildRemovedSignalCheck
 int UtcDaliChildRemovedSignalP1(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   bool signalReceived=false;
   Actor childActor;
@@ -6999,7 +7107,7 @@ int UtcDaliChildRemovedSignalP1(void)
 int UtcDaliChildRemovedSignalP2(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   bool signalReceived=false;
   Actor childActor;
@@ -7032,7 +7140,7 @@ int UtcDaliChildRemovedSignalP2(void)
 int UtcDaliChildRemovedSignalN(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   bool signalReceived=false;
   Actor childActor;
@@ -7059,7 +7167,7 @@ int UtcDaliChildRemovedSignalN(void)
 int UtcDaliChildMovedSignalP(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   bool addedASignalReceived   = false;
   bool removedASignalReceived = false;
@@ -7129,12 +7237,12 @@ int UtcDaliChildMovedSignalP(void)
 int utcDaliActorCulled(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   tet_infoline( "Check that the actor is culled if the actor is out of the screen" );
 
   Actor actor = Actor::New();
-  actor.SetSize( 10.0f, 10.0f );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 10.0f, 10.0f ) );
 
   Geometry geometry = CreateQuadGeometry();
   Shader shader = CreateShader();
@@ -7146,9 +7254,9 @@ int utcDaliActorCulled(void)
   application.SendNotification();
   application.Render( 0 );
 
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::CULLED ), false, TEST_LOCATION );
 
-  PropertyNotification notification = actor.AddPropertyNotification( DevelActor::Property::CULLED, LessThanCondition( 0.5f ) );
+  PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::CULLED, LessThanCondition( 0.5f ) );
   notification.SetNotifyMode( PropertyNotification::NotifyOnChanged );
 
   // Connect NotifySignal
@@ -7157,17 +7265,17 @@ int utcDaliActorCulled(void)
   CulledPropertyNotificationFunctor f( propertyNotificationSignal, source );
   notification.NotifySignal().Connect( &application, f ) ;
 
-  actor.SetPosition( 1000.0f, 1000.0f );
+  actor.SetProperty( Actor::Property::POSITION, Vector2( 1000.0f, 1000.0f ));
 
   application.SendNotification();
   application.Render();
 
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::CULLED ), true, TEST_LOCATION );
 
   DALI_TEST_EQUALS( propertyNotificationSignal, true, TEST_LOCATION );
-  DALI_TEST_EQUALS( source.GetTargetProperty(), static_cast< int >( DevelActor::Property::CULLED ), TEST_LOCATION );
+  DALI_TEST_EQUALS( source.GetTargetProperty(), static_cast< int >( Actor::Property::CULLED ), TEST_LOCATION );
   DALI_TEST_EQUALS( source.GetTarget().GetProperty< bool >( source.GetTargetProperty() ), true, TEST_LOCATION );
 
   END_TEST;
@@ -7176,12 +7284,12 @@ int utcDaliActorCulled(void)
 int utcDaliEnsureRenderWhenRemovingLastRenderableActor(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
   tet_infoline( "Ensure we clear the screen when the last actor is removed" );
 
   Actor actor = CreateRenderableActor();
-  actor.SetSize( 100.0f, 100.0f );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
   stage.Add( actor );
 
   application.SendNotification();
@@ -7203,12 +7311,12 @@ int utcDaliEnsureRenderWhenRemovingLastRenderableActor(void)
 int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
 {
   TestApplication application;
-  auto stage = Stage::GetCurrent();
+  auto stage = application.GetScene();
 
-  tet_infoline( "Ensure we clear the screen when the last actor is removed" );
+  tet_infoline( "Ensure we clear the screen when the last actor is made invisible" );
 
   Actor actor = CreateRenderableActor();
-  actor.SetSize( 100.0f, 100.0f );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
   stage.Add( actor );
 
   application.SendNotification();
@@ -7217,7 +7325,7 @@ int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
   auto& glAbstraction = application.GetGlAbstraction();
   const auto clearCountBefore = glAbstraction.GetClearCountCalled();
 
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
 
   application.SendNotification();
   application.Render();
@@ -7226,3 +7334,602 @@ int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
 
   END_TEST;
 }
+
+int utcDaliActorGetSizeAfterAnimation(void)
+{
+  TestApplication application;
+  tet_infoline( "Check the actor size before / after an animation is finished" );
+
+  Vector3 actorSize( 100.0f, 100.0f, 0.0f );
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::SIZE, actorSize );
+  actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+  application.GetScene().Add( actor );
+
+  // Size should be updated without rendering.
+  Vector3 size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  // Size and current size should be updated.
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorSize.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actorSize.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actorSize.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  Vector3 currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( actorSize.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actorSize.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actorSize.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  // Set size again
+  actorSize = Vector3( 200.0f, 200.0f, 0.0f );
+  actor.SetProperty( Actor::Property::SIZE, actorSize );
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  Vector3 targetValue( 10.0f, 20.0f, 0.0f );
+
+  Animation animation = Animation::New( 1.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue );
+  animation.Play();
+
+  // Size should be updated without rendering.
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render( 1100 ); // After the animation
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  targetValue.width = 50.0f;
+
+  animation.Clear();
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetValue.width );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1100 ); // After the animation
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  targetValue.height = 70.0f;
+
+  animation.Clear();
+  animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetValue.height );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1100 ); // After the animation
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  Vector3 offset( 10.0f, 20.0f, 0.0f );
+
+  animation.Clear();
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE ), offset );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1100 ); // After the animation
+
+  targetValue += offset;
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  offset.width = 20.0f;
+
+  animation.Clear();
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE_WIDTH ), offset.width );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1100 ); // After the animation
+
+  targetValue.width += offset.width;
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  offset.height = 10.0f;
+
+  animation.Clear();
+  animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), offset.height );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1100 ); // After the animation
+
+  targetValue.height += offset.height;
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetValue.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+  // Set size again
+  actorSize = Vector3( 300.0f, 300.0f, 0.0f );
+
+  actor.SetProperty( Actor::Property::SIZE, actorSize );
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  size = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+  DALI_TEST_EQUALS( currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdate(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged area");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams( application.GetGlAbstraction().GetScissorParams() );
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int> clippingRect;
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  // First render pass, nothing to render, adaptor would just do swap buffer.
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  // 1. Actor added, damaged rect is added size of actor
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // 2. Set new size
+  actor.SetProperty(Actor::Property::SIZE, Vector3(32.0f, 32.0f, 0));
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 752, 48, 48); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // 3. Set new position
+  actor.SetProperty(Actor::Property::POSITION, Vector3(32.0f, 32.0f, 0));
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 736, 64, 64); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  application.GetScene().Remove(actor);
+  application.SendNotification();
+
+  // Actor removed, last 3 dirty rects are reported. Adaptor would merge them together.
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 3, TEST_LOCATION);
+
+  clippingRect = damagedRects[0];
+  clippingRect.Merge(damagedRects[1]);
+  clippingRect.Merge(damagedRects[2]);
+
+  DALI_TEST_EQUALS(clippingRect.IsEmpty(), false, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.IsValid(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, Rect<int>(16, 736, 64, 64), TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateSetColor(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check uniform update");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams( application.GetGlAbstraction().GetScissorParams() );
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int> clippingRect;
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  // First render pass, nothing to render, adaptor would just do swap buffer.
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  // 1. Actor added, damaged rect is added size of actor
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  // 2. Set new color
+  actor.SetProperty(Actor::Property::COLOR, Vector3(1.0f, 0.0f, 0.0f));
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+const std::string SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME("uLightCameraProjectionMatrix");
+const std::string SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME("uLightCameraViewMatrix");
+const std::string SHADER_SHADOW_COLOR_PROPERTY_NAME("uShadowColor");
+const char* const RENDER_SHADOW_VERTEX_SOURCE =
+  " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
+  " uniform mediump mat4 uLightCameraViewMatrix;\n"
+  "\n"
+  "void main()\n"
+  "{\n"
+  "  gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
+  "  vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix  * vec4(aPosition,1.0);\n"
+  "  vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
+  "}\n";
+
+const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
+  "uniform lowp vec4 uShadowColor;\n"
+  "void main()\n"
+  "{\n"
+  "  lowp float alpha;\n"
+  "  alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
+  "  gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
+  "}\n";
+
+int utcDaliActorPartialUpdateSetProperty(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+  tet_infoline( "Set/Update property with partial update" );
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int> clippingRect;
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  // First render pass, nothing to render, adaptor would just do swap buffer.
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 4u, 4u);
+  Actor actor = CreateRenderableActor(image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  actor.RegisterProperty(SHADER_SHADOW_COLOR_PROPERTY_NAME, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+
+  damagedRects.clear();
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  Property::Index shadowColorPropertyIndex = actor.GetPropertyIndex( SHADER_SHADOW_COLOR_PROPERTY_NAME );
+  actor.SetProperty(shadowColorPropertyIndex, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
+
+  damagedRects.clear();
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateTwoActors(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rects with partial update and two actors");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams( application.GetGlAbstraction().GetScissorParams() );
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::POSITION, Vector3(100.0f, 100.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(50.0f, 50.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  Actor actor2 = CreateRenderableActor();
+  actor2.SetProperty(Actor::Property::POSITION, Vector3(150.0f, 150.0f, 0.0f));
+  actor2.SetProperty(Actor::Property::SIZE, Vector3(100.0f, 100.0f, 0.0f));
+  actor2.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor2);
+
+  application.SendNotification();
+  std::vector<Rect<int>> damagedRects;
+  application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(Rect<int>(96, 592, 112, 112), damagedRects[1], TEST_LOCATION);
+
+  // in screen coordinates, adaptor would calculate it using previous frames information
+  Rect<int> clippingRect = Rect<int>(64, 592, 144, 192);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateActorsWithSizeHint(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline( "Check the damaged rect with partial update and actor size hint" );
+
+  const TestGlAbstraction::ScissorParams& glScissorParams( application.GetGlAbstraction().GetScissorParams() );
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::POSITION, Vector3(75.0f, 150.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(75.0f, 150.0f, 0.0f));
+  actor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector3(150, 300, 0));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+  std::vector<Rect<int>> damagedRects;
+  application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  Rect<int> clippingRect = Rect<int>(0, 496, 160, 320);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliActorCaptureAllTouchAfterStartPropertyP(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  DALI_TEST_EQUALS(actor.GetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START).Get<bool>(), false, TEST_LOCATION);
+  actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, true);
+  DALI_TEST_EQUALS(actor.GetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START).Get<bool>(), true, TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliActorCaptureAllTouchAfterStartPropertyN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Make sure setting invalid types does not cause a crash
+  try
+  {
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, 1.0f);
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector2::ONE);
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector3::ONE);
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector4::ONE);
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Property::Map());
+    actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Property::Array());
+    tet_result(TET_PASS);
+  }
+  catch(...)
+  {
+     tet_result(TET_FAIL);
+  }
+  END_TEST;
+}